Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 433cf61a91 | |||
| fe3316f730 | |||
| 96f97d81df | |||
| 365fee352e |
+1
-1
@@ -8,7 +8,7 @@ build build project into build/forge
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run run project with test args
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demo run project with demo mode
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valgrind valgrind analysis
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clean-release remove autoconf/automake files
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full-clean remove build files and untracked files
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test-release try to build release
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release-% make full release of version %
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release-arch make arch-linux release package
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+13
-9
@@ -7,7 +7,7 @@ SHELL := /bin/bash
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clean:
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@rm -rf build
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build:
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build/$(TARGET):
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@mkdir -p build
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gcc \
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src/*.h src/*.c \
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@@ -25,6 +25,9 @@ build:
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-o build/$(TARGET) \
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-g -Og
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.PHONY: build
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build: build/$(TARGET)
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.PHONY: build-no-video
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build-no-video:
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@mkdir -p build
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@@ -48,26 +51,27 @@ format:
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clang-format -i src/*
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.PHONY: run
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run: build
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run: build/$(TARGET)
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./build/$(TARGET) $(RUN_ARGS)
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.PHONY: sample
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sample: build
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./build/$(TARGET) --project=sample
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sample: build/$(TARGET)
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./build/$(TARGET) --project=sample $(RUN_ARGS)
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.PHONY: valgrind
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valgrind: build
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valgrind: build/$(TARGET)
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valgrind \
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--show-realloc-size-zero=no \
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--undef-value-errors=no \
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./build/$(TARGET) $(RUN_ARGS)
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.PHONY: clean-release
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clean-release:
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.PHONY: full-clean
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full-clean:
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git clean -f -x
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rm -rf **/**/.deps
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.PHONY: test-release
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test-release: clean clean-release
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test-release: clean full-clean
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aclocal
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autoconf
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automake --add-missing
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@@ -77,7 +81,7 @@ test-release: clean clean-release
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cp $(TARGET)-steel-*.tar.gz build/
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.PHONY: release-%
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release-%: clean clean-release
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release-%: clean full-clean
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git pull origin main
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sed -i -E "s/[0-9]+\\.[0-9]+\\.[0-9]+/$*/g" configure.ac
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aclocal
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@@ -1,12 +1,12 @@
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pkgname=forge-steel
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pkgver=1.1.0
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pkgver=1.1.1
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pkgrel=1
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pkgdesc="Fusion Of Real Time Generative Effects"
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arch=('i686' 'pentium4' 'x86_64' 'arm' 'armv7h' 'armv6h' 'aarch64' 'riscv64')
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depends=('glfw>=1:3', 'v4l-utils>=1.32', 'alsa-lib>=1.2', 'libglvnd>=1.7')
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url="https://git.klemek.fr/klemek/forge-steel"
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source=("${pkgname}-steel-${pkgver}.tar.gz::https://git.klemek.fr/klemek/forge-steel/releases/download/v${pkgver}/${pkgname}-${pkgver}.tar.gz")
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sha256sums=('794fb0f170cff19872acfba8a556e2a08c55a78e497ac0b330eca6db65343529')
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sha256sums=('7b518ac91de1ecacb34da3f52a06ae82b26a287512cbf43ba5dd7d39e35b8d8f')
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srcdir=build
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backup=("usr/share/${pkgname}")
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@@ -247,7 +247,7 @@ Working with pages and items, you can use the following predefined sources and e
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| **1** | **0** | Feedback + Thru | _Hue_ | _Saturation_ | _Light_ | Thru | _Hue_ | _Saturation_ | _Light_ |
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| | **1** | Lines | _Thick. / Dezoom_ | _Rotation_ | _Distortion_ | Feedback + Shift | _Zoom / Dezoom_ | _X Shift_ | _Y Shift_ |
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| | **2** | Dots | _Zoom_ | _Rotation_ | _Lens_ | Shift | _Zoom / Dezoom_ | _X Shift_ | _Y Shift_ |
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| | **3** | Circuit | _Zoom_ | _H. connect_ | _V. connect_ | Colorize | _Black Color_ | _White Color_ | _Shift_ |
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| | **3** | Bacteria | _Zoom_ | _Details_ | _Delta details_ | Colorize | _Black Color_ | _White Color_ | _Shift_ |
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| | **4** | Noise | _Zoom_ | _Voronoi dist._ | _Details_ | Quantize | _Pixel Size_ | _Bit Depth_ | _Blur_ |
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| **2** | **5** | Video In 1 + Thru | _Hue_ | _Saturation_ | _Light_ | Dithering | _Pixel Size_ | _Bit Depth_ | _Blur_ |
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| | **6** | CP437 | _Zoom_ | _Charset_ | _Char. Delta_ | TV | _Lens_ | _Horz. Noise_ | _Dezoom_ |
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+1
-1
@@ -1,4 +1,4 @@
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AC_INIT([forge], [steel-1.1.0], [klemek.dev@proton.me])
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AC_INIT([forge], [steel-1.1.1], [klemek.dev@proton.me])
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AM_INIT_AUTOMAKE
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AC_PROG_CC
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@@ -115,13 +115,13 @@ FRAG_FILE_PREFIX=frag
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FRAG_COUNT=10
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# To which texture will the shader fragX.glsl will render to
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FRAG_1_OUT=5
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FRAG_2_OUT=6
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FRAG_3_OUT=7
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FRAG_4_OUT=8
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FRAG_5_OUT=9
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FRAG_6_OUT=10
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FRAG_7_OUT=11
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FRAG_1_OUT=3
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FRAG_2_OUT=4
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FRAG_3_OUT=5
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FRAG_4_OUT=6
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FRAG_5_OUT=7
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FRAG_6_OUT=8
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FRAG_7_OUT=9
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FRAG_8_OUT=0
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# Which fragment shader renders to output window
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FRAG_OUTPUT=9
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+3
-8
@@ -2,8 +2,8 @@
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// VIDEO 1
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// -----------
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// IN: 1+3 (RAW IN A)
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// OUT: 5 (IN A)
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// IN: 1 (RAW IN A)
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// OUT: 3 (IN A)
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in vec2 vUV;
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out vec4 fragColor;
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@@ -14,16 +14,11 @@ uniform sampler2D iTex0;
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uniform sampler2D iTex1;
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uniform sampler2D iTex3;
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uniform int iInputFormat1;
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uniform int iInputSwap1;
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uniform vec2 iInputResolution1;
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void main() {
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if (iInputFormat1 == YUYV_FOURCC) {
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if (iInputSwap1 > 0) {
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fragColor = yuyvTex(iTex3, vUV, int(iInputResolution1.x));
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} else {
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fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
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}
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fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
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} else {
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fragColor = texture(iTex0, vUV);
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}
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+94
-22
@@ -9,13 +9,13 @@ out vec4 fragColor;
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#include inc_debug.glsl
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uniform sampler2D iTex0;
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uniform sampler2D iTex3;
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uniform sampler2D iTex4;
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uniform sampler2D iTex5;
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uniform sampler2D iTex6;
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uniform sampler2D iTex7;
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uniform sampler2D iTex8;
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uniform sampler2D iTex9;
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uniform sampler2D iTex10;
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uniform sampler2D iTex11;
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uniform int iFPS;
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uniform int iInputFPS1;
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uniform int iInputFPS2;
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@@ -26,19 +26,91 @@ float s(vec2 uv, float x0, float y0) {
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}
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const int texts[12][5] = {
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{0x49, 0x4E, 0x20, 0x41, 0x00}, // IN A
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{0x49, 0x4E, 0x20, 0x42, 0x00}, // IN B
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{0x53, 0x52, 0x43, 0x20, 0x41}, // SRC A
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{0x53, 0x52, 0x43, 0x20, 0x42}, // SRC B
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{0x46, 0x58, 0x20, 0x41, 0x00}, // FX A
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{0x46, 0x58, 0x20, 0x42, 0x00}, // FX B
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{0x41, 0x2B, 0x42, 0x00, 0x00}, // A+B
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{0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX
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{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
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{0x4F, 0x46, 0x46, 0x00, 0x00}, // OFF
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{0x44, 0x45, 0x4D, 0x4F, 0x00}, // DEMO
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{0x4C, 0x49, 0x56, 0x45, 0x00}, // LIVE
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};
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{
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0x49,
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0x4E,
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0x20,
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0x41,
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0x00
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}, // IN A
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{
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0x49,
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0x4E,
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0x20,
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0x42,
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0x00
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}, // IN B
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{
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0x53,
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0x52,
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0x43,
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0x20,
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0x41
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}, // SRC A
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{
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0x53,
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0x52,
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0x43,
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0x20,
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0x42
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}, // SRC B
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{
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0x46,
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0x58,
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0x20,
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0x41,
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0x00
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}, // FX A
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{
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0x46,
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0x58,
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0x20,
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0x42,
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0x00
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}, // FX B
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{
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0x41,
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0x2B,
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0x42,
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0x00,
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0x00
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}, // A+B
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{
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0x4D,
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0x46,
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0x58,
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0x00,
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0x00
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||||
}, // MFX
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{
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0x46,
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0x50,
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0x53,
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0x00,
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||||
0x00
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||||
}, // FPS
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||||
{
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||||
0x4F,
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0x46,
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0x46,
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0x00,
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||||
0x00
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}, // OFF
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||||
{
|
||||
0x44,
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0x45,
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0x4D,
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||||
0x4F,
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||||
0x00
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||||
}, // DEMO
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||||
{
|
||||
0x4C,
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0x49,
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0x56,
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0x45,
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0x00
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||||
}, // LIVE
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||||
};
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void main() {
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vec2 uv0 = vUV.st;
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@@ -50,14 +122,14 @@ void main() {
|
||||
|
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vec4 c = vec4(0);
|
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|
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c += s(uv2, 1, 2) * texture(iTex7, uv2);
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c += s(uv2, 2, 2) * texture(iTex9, uv2);
|
||||
c += s(uv2, 1, 2) * texture(iTex5, uv2);
|
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c += s(uv2, 2, 2) * texture(iTex7, uv2);
|
||||
|
||||
c += s(uv2, 1, 0) * texture(iTex8, uv2);
|
||||
c += s(uv2, 2, 0) * texture(iTex10, uv2);
|
||||
c += s(uv2, 1, 0) * texture(iTex6, uv2);
|
||||
c += s(uv2, 2, 0) * texture(iTex8, uv2);
|
||||
|
||||
c += s(uv2, 0, 1) * debug(mod(uv2, 1));
|
||||
c += s(uv2, 1, 1) * texture(iTex11, uv2);
|
||||
c += s(uv2, 1, 1) * texture(iTex9, uv2);
|
||||
c += s(uv2, 2, 1) * texture(iTex0, uv2);
|
||||
|
||||
float sel = 0;
|
||||
@@ -77,7 +149,7 @@ void main() {
|
||||
t += write_5(uv3, vec2(-37, 28), texts[0]);
|
||||
|
||||
if (iInputFormat1 == YUYV_FOURCC) {
|
||||
c += s(uv2, 0, 2) * texture(iTex5, uv2);
|
||||
c += s(uv2, 0, 2) * texture(iTex3, uv2);
|
||||
f += rect(uv3, vec2(-35, 26.75), vec2(2.8, 0.7));
|
||||
t += write_int(uv3, vec2(-37.6, 26.1), iInputFPS1, 2);
|
||||
t += write_5(uv3, vec2(-35.1, 26.1), texts[8]);
|
||||
@@ -90,7 +162,7 @@ void main() {
|
||||
t += write_5(uv3, vec2(-37, -12), texts[1]);
|
||||
|
||||
if (iInputFormat2 == YUYV_FOURCC) {
|
||||
c += s(uv2, 0, 0) * texture(iTex6, uv2);
|
||||
c += s(uv2, 0, 0) * texture(iTex4, uv2);
|
||||
f += rect(uv3, vec2(-35, -13.25), vec2(2.8, 0.7));
|
||||
t += write_int(uv3, vec2(-37.6, -13.9), iInputFPS2, 2);
|
||||
t += write_5(uv3, vec2(-35.1, -13.9), texts[8]);
|
||||
|
||||
+3
-8
@@ -2,8 +2,8 @@
|
||||
|
||||
// VIDEO 2
|
||||
// -----------
|
||||
// IN: 2+4 (RAW IN B)
|
||||
// OUT: 6 (IN B)
|
||||
// IN: 2 (RAW IN B)
|
||||
// OUT: 4 (IN B)
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
@@ -14,16 +14,11 @@ uniform sampler2D iTex0;
|
||||
uniform sampler2D iTex2;
|
||||
uniform sampler2D iTex4;
|
||||
uniform int iInputFormat2;
|
||||
uniform int iInputSwap2;
|
||||
uniform vec2 iInputResolution2;
|
||||
|
||||
void main() {
|
||||
if (iInputFormat2 == YUYV_FOURCC) {
|
||||
if (iInputSwap2 > 0) {
|
||||
fragColor = yuyvTex(iTex4, vUV, int(iInputResolution2.x));
|
||||
} else {
|
||||
fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
|
||||
}
|
||||
fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
|
||||
} else {
|
||||
fragColor = texture(iTex0, vUV);
|
||||
}
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@
|
||||
|
||||
// SRC A
|
||||
// -----------
|
||||
// OUT: 7 (FX A)
|
||||
// OUT: 5 (FX A)
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
|
||||
+1
-1
@@ -2,7 +2,7 @@
|
||||
|
||||
// SRC B
|
||||
// -----------
|
||||
// OUT: 8 (FX B)
|
||||
// OUT: 6 (FX B)
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
|
||||
+5
-5
@@ -2,20 +2,20 @@
|
||||
|
||||
// FX A
|
||||
// -------------
|
||||
// IN: 7 (SRC A)
|
||||
// IN: 9 (FX A)
|
||||
// OUT: 9 (A+B)
|
||||
// IN: 5 (SRC A)
|
||||
// IN: 7 (FX A)
|
||||
// OUT: 7 (A+B)
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
|
||||
#include inc_fx.glsl
|
||||
|
||||
uniform sampler2D iTex5;
|
||||
uniform sampler2D iTex7;
|
||||
uniform sampler2D iTex9;
|
||||
uniform int iSeed5;
|
||||
uniform vec3 iGroup2_1[7];
|
||||
|
||||
void main() {
|
||||
fragColor = fx_stage(vUV, iTex7, iTex9, iSeed5, iGroup2_1[0], iGroup2_1[1].xy, iGroup2_1[2], iGroup2_1[3].xy, iGroup2_1[4], iGroup2_1[5].xy, iGroup2_1[6]);
|
||||
fragColor = fx_stage(vUV, iTex5, iTex7, iSeed5, iGroup2_1[0], iGroup2_1[1].xy, iGroup2_1[2], iGroup2_1[3].xy, iGroup2_1[4], iGroup2_1[5].xy, iGroup2_1[6]);
|
||||
}
|
||||
|
||||
+5
-5
@@ -2,20 +2,20 @@
|
||||
|
||||
// FX B
|
||||
// -------------
|
||||
// IN: 8 (SRC B)
|
||||
// IN: 10 (FX B)
|
||||
// OUT: 10 (A+B)
|
||||
// IN: 6 (SRC B)
|
||||
// IN: 8 (FX B)
|
||||
// OUT: 8 (A+B)
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
|
||||
#include inc_fx.glsl
|
||||
|
||||
uniform sampler2D iTex6;
|
||||
uniform sampler2D iTex8;
|
||||
uniform sampler2D iTex10;
|
||||
uniform int iSeed6;
|
||||
uniform vec3 iGroup2_2[7];
|
||||
|
||||
void main() {
|
||||
fragColor = fx_stage(vUV, iTex8, iTex10, iSeed6, iGroup2_2[0], iGroup2_2[1].xy, iGroup2_2[2], iGroup2_2[3].xy, iGroup2_2[4], iGroup2_2[5].xy, iGroup2_2[6]);
|
||||
fragColor = fx_stage(vUV, iTex6, iTex8, iSeed6, iGroup2_2[0], iGroup2_2[1].xy, iGroup2_2[2], iGroup2_2[3].xy, iGroup2_2[4], iGroup2_2[5].xy, iGroup2_2[6]);
|
||||
}
|
||||
|
||||
+7
-7
@@ -2,9 +2,9 @@
|
||||
|
||||
// A+B
|
||||
// ------------
|
||||
// IN: 9 (FX A)
|
||||
// IN: 10 (FX B)
|
||||
// OUT: 11 (MFX)
|
||||
// IN: 7 (FX A)
|
||||
// IN: 8 (FX B)
|
||||
// OUT: 9 (MFX)
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
@@ -13,8 +13,8 @@ out vec4 fragColor;
|
||||
#include inc_functions.glsl
|
||||
|
||||
uniform int iDemo;
|
||||
uniform sampler2D iTex9;
|
||||
uniform sampler2D iTex10;
|
||||
uniform sampler2D iTex7;
|
||||
uniform sampler2D iTex8;
|
||||
uniform int iSeed7;
|
||||
uniform vec3 iGroup3_1[2];
|
||||
|
||||
@@ -22,8 +22,8 @@ void main() {
|
||||
float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed7);
|
||||
bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed7 + 10);
|
||||
|
||||
vec4 color_a = texture(iTex9, vUV);
|
||||
vec4 color_b = texture(iTex10, vUV);
|
||||
vec4 color_a = texture(iTex7, vUV);
|
||||
vec4 color_b = texture(iTex8, vUV);
|
||||
|
||||
float k = mean(color_a);
|
||||
|
||||
|
||||
+3
-3
@@ -2,7 +2,7 @@
|
||||
|
||||
// MFX
|
||||
// ------------
|
||||
// IN: 11 (A+B)
|
||||
// IN: 9 (A+B)
|
||||
// IN: 0 (OUT)
|
||||
// OUT: 0 (OUT)
|
||||
|
||||
@@ -11,7 +11,7 @@ out vec4 fragColor;
|
||||
|
||||
#include inc_fx.glsl
|
||||
|
||||
uniform sampler2D iTex11;
|
||||
uniform sampler2D iTex9;
|
||||
uniform sampler2D iTex0;
|
||||
uniform int iSeed8;
|
||||
uniform vec3 iGroup2_3[7];
|
||||
@@ -20,7 +20,7 @@ uniform int iDemo;
|
||||
uniform int iAutoRand;
|
||||
|
||||
void main() {
|
||||
vec4 color = fx_stage(vUV, iTex11, iTex0, iSeed8, iGroup2_3[0], iGroup2_3[1].xy, iGroup2_3[2], iGroup2_3[3].xy, iGroup2_3[4], iGroup2_3[5].xy, iGroup2_3[6]);
|
||||
vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iGroup2_3[0], iGroup2_3[1].xy, iGroup2_3[2], iGroup2_3[3].xy, iGroup2_3[4], iGroup2_3[5].xy, iGroup2_3[6]);
|
||||
|
||||
if (iDemo < 1 && iAutoRand < 1) {
|
||||
color = mix(color, vec4(0), iGroup3_1[0].y);
|
||||
|
||||
+55
-49
@@ -24,48 +24,48 @@ float iestep(float x, float y) {
|
||||
}
|
||||
|
||||
float ease(float x) {
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0) * PI) * 0.5;
|
||||
}
|
||||
|
||||
vec2 ease(vec2 x) {
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0) * PI) * 0.5;
|
||||
}
|
||||
|
||||
vec3 ease(vec3 x) {
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0) * PI) * 0.5;
|
||||
}
|
||||
|
||||
float saw(float x){
|
||||
return abs(mod(x+1,2)-1);
|
||||
float saw(float x) {
|
||||
return abs(mod(x + 1, 2) - 1);
|
||||
}
|
||||
|
||||
vec2 saw(vec2 x){
|
||||
return abs(mod(x+1,2)-1);
|
||||
vec2 saw(vec2 x) {
|
||||
return abs(mod(x + 1, 2) - 1);
|
||||
}
|
||||
|
||||
vec3 saw(vec3 x){
|
||||
return abs(mod(x+1,2)-1);
|
||||
vec3 saw(vec3 x) {
|
||||
return abs(mod(x + 1, 2) - 1);
|
||||
}
|
||||
|
||||
float cmod(float x, float k){
|
||||
float cmod(float x, float k) {
|
||||
return mod(x + k * 0.5, k) - k * 0.5;
|
||||
}
|
||||
|
||||
vec2 cmod(vec2 x, float k){
|
||||
vec2 cmod(vec2 x, float k) {
|
||||
return mod(x + k * 0.5, k) - k * 0.5;
|
||||
}
|
||||
|
||||
vec3 cmod(vec3 x, float k){
|
||||
vec3 cmod(vec3 x, float k) {
|
||||
return mod(x + k * 0.5, k) - k * 0.5;
|
||||
}
|
||||
|
||||
// COLORS
|
||||
|
||||
vec3 col(float x){
|
||||
vec3 col(float x) {
|
||||
return vec3(
|
||||
.5*(sin(x*2.*PI)+1.),
|
||||
.5*(sin(x*2.*PI+2.*PI/3.)+1.),
|
||||
.5*(sin(x*2.*PI-2.*PI/3.)+1.)
|
||||
.5 * (sin(x * 2. * PI) + 1.),
|
||||
.5 * (sin(x * 2. * PI + 2. * PI / 3.) + 1.),
|
||||
.5 * (sin(x * 2. * PI - 2. * PI / 3.) + 1.)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -83,8 +83,7 @@ vec3 shift3(vec3 c, float f) {
|
||||
|
||||
vec3 mix3(vec3 c1, vec3 c2, vec3 c3, float x) {
|
||||
return istep(0.5, x) * mix(c1, c2, x * 2)
|
||||
+ step(0.5, x) * mix(c2, c3, x * 2 - 1)
|
||||
;
|
||||
+ step(0.5, x) * mix(c2, c3, x * 2 - 1);
|
||||
}
|
||||
|
||||
vec3 mix4(vec3 c1, vec3 c2, vec3 c3, vec3 c4, float x) {
|
||||
@@ -98,8 +97,7 @@ vec3 mix5(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, float x) {
|
||||
return istep(0.25, x) * mix(c1, c2, x * 4)
|
||||
+ step(0.25, x) * istep(0.5, x) * mix(c2, c3, x * 4 - 1)
|
||||
+ step(0.5, x) * istep(0.75, x) * mix(c3, c4, x * 4 - 2)
|
||||
+ step(0.75, x) * mix(c4, c5, x * 4 - 3)
|
||||
;
|
||||
+ step(0.75, x) * mix(c4, c5, x * 4 - 3);
|
||||
}
|
||||
|
||||
vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) {
|
||||
@@ -107,8 +105,7 @@ vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) {
|
||||
+ step(0.2, x) * istep(0.4, x) * mix(c2, c3, x * 5 - 1)
|
||||
+ step(0.4, x) * istep(0.6, x) * mix(c3, c4, x * 5 - 2)
|
||||
+ step(0.6, x) * istep(0.8, x) * mix(c4, c5, x * 5 - 3)
|
||||
+ step(0.8, x) * mix(c5, c6, x * 5 - 4)
|
||||
;
|
||||
+ step(0.8, x) * mix(c5, c6, x * 5 - 4);
|
||||
}
|
||||
|
||||
float mean(vec3 v)
|
||||
@@ -123,10 +120,10 @@ float mean(vec4 v)
|
||||
|
||||
// OTHER
|
||||
|
||||
mat2 rot(float angle){
|
||||
mat2 rot(float angle) {
|
||||
return mat2(
|
||||
cos(angle*2.*PI),-sin(angle*2.*PI),
|
||||
sin(angle*2.*PI),cos(angle*2.*PI)
|
||||
cos(angle * 2. * PI), -sin(angle * 2. * PI),
|
||||
sin(angle * 2. * PI), cos(angle * 2. * PI)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -141,18 +138,18 @@ vec2 kal(vec2 uv, float n) {
|
||||
float q = 3.0 / (2.0 * PI);
|
||||
t = abs(mod(t + PI / (n), 2 * PI / n) - PI / (n));
|
||||
return length(uv) * vec2(
|
||||
cos(t),
|
||||
sin(t)
|
||||
);
|
||||
cos(t),
|
||||
sin(t)
|
||||
);
|
||||
}
|
||||
|
||||
vec2 kal2(vec2 uv, float n) {
|
||||
float t = atan(uv.y, uv.x) + PI * 0.5;
|
||||
float t2 = abs(mod(t + PI / n, 2 * PI / n) - PI / n);
|
||||
return length(uv) * vec2(
|
||||
cos(t2),
|
||||
sin(t2)
|
||||
);
|
||||
cos(t2),
|
||||
sin(t2)
|
||||
);
|
||||
}
|
||||
|
||||
// NOISE
|
||||
@@ -182,15 +179,15 @@ float v_index(vec2 uv) {
|
||||
return floor(uv.x) + floor(uv.y) * 45;
|
||||
}
|
||||
|
||||
vec2 v_pos(float i) {
|
||||
int iTimeId = int(iBeats);
|
||||
float iTimeV = iBeats - iTimeId;
|
||||
vec2 v_pos(float i, int seed, float time) {
|
||||
int iTimeId = int(time);
|
||||
float iTimeV = time - iTimeId;
|
||||
|
||||
float x0 = rand(i + 823 + iTimeId);
|
||||
float y0 = rand(i + 328 + iTimeId);
|
||||
float x0 = rand(i + seed + iTimeId);
|
||||
float y0 = rand(i + seed + 10 + iTimeId);
|
||||
|
||||
float x1 = rand(i + 823 + iTimeId + 1);
|
||||
float y1 = rand(i + 328 + iTimeId + 1);
|
||||
float x1 = rand(i + seed + iTimeId + 1);
|
||||
float y1 = rand(i + seed + 10 + iTimeId + 1);
|
||||
|
||||
return vec2(
|
||||
mix(x0, x1, ease(ease(iTimeV))),
|
||||
@@ -198,7 +195,7 @@ vec2 v_pos(float i) {
|
||||
);
|
||||
}
|
||||
|
||||
vec4 voronoi(vec2 uv, float dist) {
|
||||
vec4 voronoi(vec2 uv, float dist, int seed, float time) {
|
||||
vec4 o = vec4(0, 0, 2, 0);
|
||||
vec4 t = vec4(0, 0, 2, 0);
|
||||
float d, i;
|
||||
@@ -207,7 +204,7 @@ vec4 voronoi(vec2 uv, float dist) {
|
||||
for (int dy = -1; dy <= 1; dy++) {
|
||||
uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy);
|
||||
i = v_index(uv2);
|
||||
p = uv2 + v_pos(i) * dist;
|
||||
p = uv2 + v_pos(i, seed, time) * dist;
|
||||
d = length(p - uv);
|
||||
if (d < o.z) {
|
||||
t = o;
|
||||
@@ -260,9 +257,9 @@ float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
|
||||
|
||||
if (abs(p.y) > abs(p.x)) {
|
||||
k = vec2(
|
||||
uv.x - p.x * uv.y / p.y,
|
||||
uv.y / p.y
|
||||
);
|
||||
uv.x - p.x * uv.y / p.y,
|
||||
uv.y / p.y
|
||||
);
|
||||
|
||||
return step(k.x, thick * 0.5)
|
||||
* step(-k.x, thick * 0.5)
|
||||
@@ -270,9 +267,9 @@ float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
|
||||
* (1 - step(k.y, 0));
|
||||
} else {
|
||||
k = vec2(
|
||||
uv.x / p.x,
|
||||
uv.y - p.y * uv.x / p.x
|
||||
);
|
||||
uv.x / p.x,
|
||||
uv.y - p.y * uv.x / p.x
|
||||
);
|
||||
|
||||
return step(k.y, thick * 0.5)
|
||||
* step(-k.y, thick * 0.5)
|
||||
@@ -281,7 +278,16 @@ float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
|
||||
}
|
||||
}
|
||||
|
||||
const mat2x2 ISOMETRIC_MATRIX = {{0.5, 1}, {0.5, -1}};
|
||||
const mat2x2 ISOMETRIC_MATRIX = {
|
||||
{
|
||||
0.5,
|
||||
1
|
||||
},
|
||||
{
|
||||
0.5,
|
||||
-1
|
||||
}
|
||||
};
|
||||
|
||||
vec2 iso(vec2 p) {
|
||||
return p * ISOMETRIC_MATRIX;
|
||||
@@ -302,14 +308,14 @@ vec2 iso(vec3 uv) {
|
||||
|
||||
vec4 reframe(sampler2D tex, vec2 uv)
|
||||
{
|
||||
uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
|
||||
uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
|
||||
uv = saw(uv);
|
||||
return texture(tex, uv);
|
||||
}
|
||||
|
||||
vec4 reframe_b(sampler2D tex, vec2 uv)
|
||||
{
|
||||
uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
|
||||
uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
|
||||
return texture(tex, uv);
|
||||
}
|
||||
|
||||
|
||||
+141
-113
@@ -101,7 +101,139 @@ subroutine ( src_stage_sub ) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 4 : circuit
|
||||
// // SRC 4 : circuit
|
||||
// subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
// {
|
||||
// // start
|
||||
|
||||
// vec2 uv0 = vUV.st;
|
||||
// float ratio = iResolution.x / iResolution.y;
|
||||
// vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
|
||||
// // controls
|
||||
|
||||
// float z = 10 + magic(f1, b1, 123) * 20;
|
||||
// float h = magic(f2, b2, seed + 20) * 0.8 + 0.1;
|
||||
// float v = magic_reverse(f3, b3, seed + 30) * 0.8 + 0.1;
|
||||
|
||||
// // logic
|
||||
|
||||
// uv1 *= z;
|
||||
// uv1 += iBeats;
|
||||
|
||||
// float s0 = rand(floor(mod(uv1, 1000))) * 1000;
|
||||
// float s1 = rand(floor(mod(uv1 + vec2(0, 1), 1000))) * 1000;
|
||||
// float s2 = rand(floor(mod(uv1 - vec2(1, 0), 1000))) * 1000;
|
||||
|
||||
// bool up = rand(s1 + 1) < h;
|
||||
// bool left = rand(s2 + 2) < v;
|
||||
// bool down = rand(s0 + 1) < h;
|
||||
// bool right = rand(s0 + 2) < v;
|
||||
// bool up_down = up && down;
|
||||
// bool left_right = left && right;
|
||||
|
||||
// uv1 = mod(uv1, 1.0) - 0.5;
|
||||
|
||||
// const float t = 0.1;
|
||||
|
||||
// float f = 0;
|
||||
// int c = 0;
|
||||
|
||||
// if (up) {
|
||||
// f += stripe(uv1.x, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.y);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (down) {
|
||||
// f += stripe(uv1.x, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.y);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (left) {
|
||||
// f += stripe(uv1.y, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.x);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (right) {
|
||||
// f += stripe(uv1.y, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.x);
|
||||
// c += 1;
|
||||
// }
|
||||
|
||||
// if (c == 1) {
|
||||
// f += istep(t, length(uv1));
|
||||
// }
|
||||
|
||||
// f = min(f, 1);
|
||||
|
||||
// if ((up_down ^^ left_right) && c == 2) {
|
||||
// if (up_down) {
|
||||
// uv1.xy = uv1.yx;
|
||||
// }
|
||||
// if (rand(s0 + 3) < 0.5) {
|
||||
// uv1.x = -uv1.x;
|
||||
// }
|
||||
// float k = rand(s0 + 4) * 60;
|
||||
// f -= rect(uv1, vec2(0), vec2(t * 3, t));
|
||||
// f = max(0, f);
|
||||
// if (k < 10) { // resistor
|
||||
// f += line(uv1, vec2(-t * 3.25, -t * 0.5), vec2(-t * 2.5, t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(-t * 2.5, t * 2), vec2(-t * 1.5, -t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(-t * 1.5, -t * 2), vec2(-t * 0.5, t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(-t * 0.5, t * 2), vec2(t * 0.5, -t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(t * 0.5, -t * 2), vec2(t * 1.5, t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(t * 1.5, t * 2), vec2(t * 2.5, -t * 2), t * 0.75);
|
||||
// f += line(uv1, vec2(t * 2.5, -t * 2), vec2(t * 3.25, t * 0.5), t * 0.75);
|
||||
// } else if (k < 20) { // capacitor
|
||||
// f += rect(uv1, vec2(-t * 2, 0), vec2(t, t * 0.5));
|
||||
// f += rect(uv1, vec2(t * 2, 0), vec2(t, t * 0.5));
|
||||
// f += rect(uv1, vec2(t, 0), vec2(t * 0.5, t * 3.5));
|
||||
// f += rect(uv1, vec2(-t, 0), vec2(t * 0.5, t * 3.5));
|
||||
// } else if (k < 30) { // diode
|
||||
// f += line(uv1, vec2(-t * 2, t * 2.5), vec2(t * 2, 0), t);
|
||||
// f += line(uv1, vec2(-t * 2, -t * 2.5), vec2(t * 2, 0), t);
|
||||
// f += rect(uv1, vec2(t * 2.5, 0), vec2(t * 0.5, t * 3));
|
||||
// f += rect(uv1, vec2(-t * 2.5, 0), vec2(t * 0.5, t * 3));
|
||||
// } else if (k < 40) { // lamp
|
||||
// f += istep(t * 3.5, length(uv1));
|
||||
// f -= istep(t * 2.5, length(uv1));
|
||||
// f += line(uv1, vec2(-t * 2), vec2(t * 2), t);
|
||||
// f += line(uv1, vec2(-t * 2, t * 2), vec2(t * 2, -t * 2), t);
|
||||
// } else if (k < 50) { // inductor
|
||||
// f += istep(t * 2, length(uv1 - vec2(t * 2.5, 0)));
|
||||
// f += istep(t * 2, length(uv1 - vec2(0, 0)));
|
||||
// f += istep(t * 2, length(uv1 - vec2(-t * 2.5, 0)));
|
||||
// f -= 2 * istep(t, length(uv1 - vec2(t * 2.5, 0)));
|
||||
// f -= 2 * istep(t, length(uv1 - vec2(0, 0)));
|
||||
// f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5, 0)));
|
||||
// f *= step(-t * 0.5, uv1.y);
|
||||
// } else if (k < 60) { // switch
|
||||
// f += istep(t, length(uv1 - vec2(t * 2.5, 0)));
|
||||
// f += istep(t, length(uv1 + vec2(t * 2.5, 0)));
|
||||
// f += line(uv1, vec2(t * 2, 0), vec2(-t * 2.5, t * (k < 55 ? 3 : 1)), t);
|
||||
// }
|
||||
// } else if (c == 3) {
|
||||
// if (left_right) {
|
||||
// uv1.xy = uv1.yx;
|
||||
// if (up) {
|
||||
// uv1.x = -uv1.x;
|
||||
// }
|
||||
// } else if (right) {
|
||||
// uv1.x = -uv1.x;
|
||||
// }
|
||||
// float k = rand(s0 + 4) * 20;
|
||||
// if (k < 10) {
|
||||
// f -= rect(uv1, vec2(0), vec2(t * 3));
|
||||
// f = max(0, f);
|
||||
// f += rect(uv1, vec2(-t * 3, 0), vec2(t * 0.5, t * 3));
|
||||
// f += line(uv1, vec2(t * 0.25, t * 3.25), vec2(-t * 3, t), t);
|
||||
// f += line(uv1, vec2(t * 0.25, -t * 3.25), vec2(-t * 3, -t), t);
|
||||
// }
|
||||
// }
|
||||
|
||||
// return vec4(f);
|
||||
// }
|
||||
|
||||
// SRC 4 : bacteria
|
||||
subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
@@ -112,123 +244,19 @@ subroutine ( src_stage_sub ) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
|
||||
|
||||
// controls
|
||||
|
||||
float z = 10 + magic(f1, b1, 123) * 20;
|
||||
float h = magic(f2, b2, seed + 20) * 0.8 + 0.1;
|
||||
float v = magic_reverse(f3, b3, seed + 30) * 0.8 + 0.1;
|
||||
float zoom = 2 + magic(f1, b1, seed + 10) * 20;
|
||||
float details = 5 * magic(f2, b2, seed + 20);
|
||||
float delta = magic(f3, b3, seed + 30);
|
||||
|
||||
// logic
|
||||
|
||||
uv1 *= z;
|
||||
uv1 += iBeats;
|
||||
uv1 *= zoom;
|
||||
|
||||
float s0 = rand(floor(mod(uv1, 1000))) * 1000;
|
||||
float s1 = rand(floor(mod(uv1 + vec2(0, 1), 1000))) * 1000;
|
||||
float s2 = rand(floor(mod(uv1 - vec2(1, 0), 1000))) * 1000;
|
||||
vec4 data = voronoi(uv1, 1, seed + 40, iBeats * 0.25);
|
||||
|
||||
bool up = rand(s1 + 1) < h;
|
||||
bool left = rand(s2 + 2) < v;
|
||||
bool down = rand(s0 + 1) < h;
|
||||
bool right = rand(s0 + 2) < v;
|
||||
bool up_down = up && down;
|
||||
bool left_right = left && right;
|
||||
float f = ease(data.x) + ease(data.y);
|
||||
|
||||
uv1 = mod(uv1, 1.0) - 0.5;
|
||||
|
||||
const float t = 0.1;
|
||||
|
||||
float f = 0;
|
||||
int c = 0;
|
||||
|
||||
if (up) {
|
||||
f += stripe(uv1.x, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.y);
|
||||
c += 1;
|
||||
}
|
||||
|
||||
if (down) {
|
||||
f += stripe(uv1.x, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.y);
|
||||
c += 1;
|
||||
}
|
||||
|
||||
if (left) {
|
||||
f += stripe(uv1.y, -t * 0.5, t * 0.5) * istep(t * 0.5, uv1.x);
|
||||
c += 1;
|
||||
}
|
||||
|
||||
if (right) {
|
||||
f += stripe(uv1.y, -t * 0.5, t * 0.5) * step(-t * 0.5, uv1.x);
|
||||
c += 1;
|
||||
}
|
||||
|
||||
if (c == 1) {
|
||||
f += istep(t, length(uv1));
|
||||
}
|
||||
|
||||
f = min(f, 1);
|
||||
|
||||
if ((up_down ^^ left_right) && c == 2) {
|
||||
if (up_down) {
|
||||
uv1.xy = uv1.yx;
|
||||
}
|
||||
if (rand(s0 + 3) < 0.5) {
|
||||
uv1.x = -uv1.x;
|
||||
}
|
||||
float k = rand(s0 + 4) * 60;
|
||||
f -= rect(uv1, vec2(0), vec2(t * 3, t));
|
||||
f = max(0, f);
|
||||
if (k < 10) { // resistor
|
||||
f += line(uv1, vec2(-t * 3.25, -t * 0.5), vec2(-t * 2.5, t * 2), t * 0.75);
|
||||
f += line(uv1, vec2(-t * 2.5, t * 2), vec2(-t * 1.5, -t * 2), t * 0.75);
|
||||
f += line(uv1, vec2(-t * 1.5, -t * 2), vec2(-t * 0.5, t * 2), t * 0.75);
|
||||
f += line(uv1, vec2(-t * 0.5, t * 2), vec2(t * 0.5, -t * 2), t * 0.75);
|
||||
f += line(uv1, vec2(t * 0.5, -t * 2), vec2(t * 1.5, t * 2), t * 0.75);
|
||||
f += line(uv1, vec2(t * 1.5, t * 2), vec2(t * 2.5, -t * 2), t * 0.75);
|
||||
f += line(uv1, vec2(t * 2.5, -t * 2), vec2(t * 3.25, t * 0.5), t * 0.75);
|
||||
} else if (k < 20) { // capacitor
|
||||
f += rect(uv1, vec2(-t * 2, 0), vec2(t, t * 0.5));
|
||||
f += rect(uv1, vec2(t * 2, 0), vec2(t, t * 0.5));
|
||||
f += rect(uv1, vec2(t, 0), vec2(t * 0.5, t * 3.5));
|
||||
f += rect(uv1, vec2(-t, 0), vec2(t * 0.5, t * 3.5));
|
||||
} else if (k < 30) { // diode
|
||||
f += line(uv1, vec2(-t * 2, t * 2.5), vec2(t * 2, 0), t);
|
||||
f += line(uv1, vec2(-t * 2, -t * 2.5), vec2(t * 2, 0), t);
|
||||
f += rect(uv1, vec2(t * 2.5, 0), vec2(t * 0.5, t * 3));
|
||||
f += rect(uv1, vec2(-t * 2.5, 0), vec2(t * 0.5, t * 3));
|
||||
} else if (k < 40) { // lamp
|
||||
f += istep(t * 3.5, length(uv1));
|
||||
f -= istep(t * 2.5, length(uv1));
|
||||
f += line(uv1, vec2(-t * 2), vec2(t * 2), t);
|
||||
f += line(uv1, vec2(-t * 2, t * 2), vec2(t * 2, -t * 2), t);
|
||||
} else if (k < 50) { // inductor
|
||||
f += istep(t * 2, length(uv1 - vec2(t * 2.5, 0)));
|
||||
f += istep(t * 2, length(uv1 - vec2(0, 0)));
|
||||
f += istep(t * 2, length(uv1 - vec2(-t * 2.5, 0)));
|
||||
f -= 2 * istep(t, length(uv1 - vec2(t * 2.5, 0)));
|
||||
f -= 2 * istep(t, length(uv1 - vec2(0, 0)));
|
||||
f -= 2 * istep(t, length(uv1 - vec2(-t * 2.5, 0)));
|
||||
f *= step(-t * 0.5, uv1.y);
|
||||
} else if (k < 60) { // switch
|
||||
f += istep(t, length(uv1 - vec2(t * 2.5, 0)));
|
||||
f += istep(t, length(uv1 + vec2(t * 2.5, 0)));
|
||||
f += line(uv1, vec2(t * 2, 0), vec2(-t * 2.5, t * (k < 55 ? 3 : 1)), t);
|
||||
}
|
||||
} else if (c == 3) {
|
||||
if (left_right) {
|
||||
uv1.xy = uv1.yx;
|
||||
if (up) {
|
||||
uv1.x = -uv1.x;
|
||||
}
|
||||
} else if (right) {
|
||||
uv1.x = -uv1.x;
|
||||
}
|
||||
float k = rand(s0 + 4) * 20;
|
||||
if (k < 10) {
|
||||
f -= rect(uv1, vec2(0), vec2(t * 3));
|
||||
f = max(0, f);
|
||||
f += rect(uv1, vec2(-t * 3, 0), vec2(t * 0.5, t * 3));
|
||||
f += line(uv1, vec2(t * 0.25, t * 3.25), vec2(-t * 3, t), t);
|
||||
f += line(uv1, vec2(t * 0.25, -t * 3.25), vec2(-t * 3, -t), t);
|
||||
}
|
||||
}
|
||||
f = saw(f * (1 + data.x * details) - delta * 2.0);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
@@ -254,7 +282,7 @@ subroutine ( src_stage_sub ) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= zoom * 20 + 3;
|
||||
uv2.x += iBeats;
|
||||
vec4 data = voronoi(uv2, voronoi_distort);
|
||||
vec4 data = voronoi(uv2, voronoi_distort, seed + 50, iBeats);
|
||||
float f = data.x / (data.x + data.y);
|
||||
f = sin(f * PI * (details * 20)) * 0.5 + 1;
|
||||
int nf = int(noise_factor * 6);
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user