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2a7d1f6df4
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dcd35af4f1
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dcd35af4f1 | ||
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7a2bafc8de |
+1
-1
@@ -109,7 +109,7 @@ void main() {
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vec4 color = texture(iTex0, invert ? vUV : uv);
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color = mix(color, 1. - color, iDemo * write_int(uv * 20., vec2(1.), iFPS, 2));
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color = mix(color, 1. - color, iDemo * write_int_left(uv * 20., vec2(1., 1.), iFPS, 3));
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color = mix(color, 1. - color, iDemo * write_5(uv * 20., vec2(1., 18.), textDEMO));
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if (visible) {
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@@ -381,6 +381,7 @@ float write_int_left(vec2 uv, vec2 pos, int value, int magnitude)
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int i;
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int m = 1;
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float d = 0.;
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pos.x -= magnitude;
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for (i = 0; i < magnitude; i++) {
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if (i == 0 || value >= m) {
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pos.x += 1.;
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@@ -222,7 +222,7 @@ vec4 debug(vec2 vUV)
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// show mix
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f += char_at(uv2, vec2(1.55, -.6), mix_type ? 0x4B : 0x4D);
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f = mix(f, 1 - f, rect(uv2, vec2(.2, -.9 + .9 * mix_value), vec2(.9, .9 * mix_value)));
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f = mix(f, 1 - f, rect(uv2, vec2(2., -.9 + .9 * mix_value), vec2(.9, .9 * mix_value)));
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// show debug info
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float v = 0.;
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+11
-5
@@ -1,14 +1,20 @@
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#ifndef INC_RAND
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#define INC_RAND
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// https://thebookofshaders.com/10/
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// https://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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float rand(float seed){
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float v = pow(abs(seed), .8571429); // 6. / 7.
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v *= sin(v) + 1.;
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return fract(v);
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const float c = 43758.5453;
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return fract(sin(seed) * c);
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}
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float rand(vec2 n){
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return rand(n.x * 1234. + n.y * 9876.);
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float rand(vec2 co)
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{
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const float a = 12.9898;
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const float b = 78.233;
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float dt= dot(co.xy ,vec2(a,b));
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return rand(dt);
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}
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#endif
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