4 Commits

Author SHA1 Message Date
klemek 433cf61a91 forge (steel) v1.1.1
Clang Build CI / run-no-video (push) Successful in 1m18s
Clang Build CI / build-release (push) Successful in 1m30s
Clang Build CI / run-video (push) Successful in 1m26s
Clang Lint CI / lint-no-video (push) Successful in 1m22s
Clang Lint CI / lint-video (push) Successful in 1m17s
2026-05-16 00:33:24 +02:00
klemek fe3316f730 feat: better src 4 2026-05-16 00:32:41 +02:00
klemek 96f97d81df fix: update default project with internal buffer swap 2026-05-15 16:36:57 +02:00
klemek 365fee352e tools: better clean 2026-05-15 00:24:16 +02:00
18 changed files with 343 additions and 243 deletions
+1 -1
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@@ -8,7 +8,7 @@ build build project into build/forge
run run project with test args
demo run project with demo mode
valgrind valgrind analysis
clean-release remove autoconf/automake files
full-clean remove build files and untracked files
test-release try to build release
release-% make full release of version %
release-arch make arch-linux release package
+13 -9
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@@ -7,7 +7,7 @@ SHELL := /bin/bash
clean:
@rm -rf build
build:
build/$(TARGET):
@mkdir -p build
gcc \
src/*.h src/*.c \
@@ -25,6 +25,9 @@ build:
-o build/$(TARGET) \
-g -Og
.PHONY: build
build: build/$(TARGET)
.PHONY: build-no-video
build-no-video:
@mkdir -p build
@@ -48,26 +51,27 @@ format:
clang-format -i src/*
.PHONY: run
run: build
run: build/$(TARGET)
./build/$(TARGET) $(RUN_ARGS)
.PHONY: sample
sample: build
./build/$(TARGET) --project=sample
sample: build/$(TARGET)
./build/$(TARGET) --project=sample $(RUN_ARGS)
.PHONY: valgrind
valgrind: build
valgrind: build/$(TARGET)
valgrind \
--show-realloc-size-zero=no \
--undef-value-errors=no \
./build/$(TARGET) $(RUN_ARGS)
.PHONY: clean-release
clean-release:
.PHONY: full-clean
full-clean:
git clean -f -x
rm -rf **/**/.deps
.PHONY: test-release
test-release: clean clean-release
test-release: clean full-clean
aclocal
autoconf
automake --add-missing
@@ -77,7 +81,7 @@ test-release: clean clean-release
cp $(TARGET)-steel-*.tar.gz build/
.PHONY: release-%
release-%: clean clean-release
release-%: clean full-clean
git pull origin main
sed -i -E "s/[0-9]+\\.[0-9]+\\.[0-9]+/$*/g" configure.ac
aclocal
+2 -2
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@@ -1,12 +1,12 @@
pkgname=forge-steel
pkgver=1.1.0
pkgver=1.1.1
pkgrel=1
pkgdesc="Fusion Of Real Time Generative Effects"
arch=('i686' 'pentium4' 'x86_64' 'arm' 'armv7h' 'armv6h' 'aarch64' 'riscv64')
depends=('glfw>=1:3', 'v4l-utils>=1.32', 'alsa-lib>=1.2', 'libglvnd>=1.7')
url="https://git.klemek.fr/klemek/forge-steel"
source=("${pkgname}-steel-${pkgver}.tar.gz::https://git.klemek.fr/klemek/forge-steel/releases/download/v${pkgver}/${pkgname}-${pkgver}.tar.gz")
sha256sums=('794fb0f170cff19872acfba8a556e2a08c55a78e497ac0b330eca6db65343529')
sha256sums=('7b518ac91de1ecacb34da3f52a06ae82b26a287512cbf43ba5dd7d39e35b8d8f')
srcdir=build
backup=("usr/share/${pkgname}")
+1 -1
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@@ -247,7 +247,7 @@ Working with pages and items, you can use the following predefined sources and e
| **1** | **0** | Feedback + Thru | _Hue_ | _Saturation_ | _Light_ | Thru | _Hue_ | _Saturation_ | _Light_ |
| | **1** | Lines | _Thick. / Dezoom_ | _Rotation_ | _Distortion_ | Feedback + Shift | _Zoom / Dezoom_ | _X Shift_ | _Y Shift_ |
| | **2** | Dots | _Zoom_ | _Rotation_ | _Lens_ | Shift | _Zoom / Dezoom_ | _X Shift_ | _Y Shift_ |
| | **3** | Circuit | _Zoom_ | _H. connect_ | _V. connect_ | Colorize | _Black Color_ | _White Color_ | _Shift_ |
| | **3** | Bacteria | _Zoom_ | _Details_ | _Delta details_ | Colorize | _Black Color_ | _White Color_ | _Shift_ |
| | **4** | Noise | _Zoom_ | _Voronoi dist._ | _Details_ | Quantize | _Pixel Size_ | _Bit Depth_ | _Blur_ |
| **2** | **5** | Video In 1 + Thru | _Hue_ | _Saturation_ | _Light_ | Dithering | _Pixel Size_ | _Bit Depth_ | _Blur_ |
| | **6** | CP437 | _Zoom_ | _Charset_ | _Char. Delta_ | TV | _Lens_ | _Horz. Noise_ | _Dezoom_ |
+1 -1
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@@ -1,4 +1,4 @@
AC_INIT([forge], [steel-1.1.0], [klemek.dev@proton.me])
AC_INIT([forge], [steel-1.1.1], [klemek.dev@proton.me])
AM_INIT_AUTOMAKE
AC_PROG_CC
+7 -7
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@@ -115,13 +115,13 @@ FRAG_FILE_PREFIX=frag
FRAG_COUNT=10
# To which texture will the shader fragX.glsl will render to
FRAG_1_OUT=5
FRAG_2_OUT=6
FRAG_3_OUT=7
FRAG_4_OUT=8
FRAG_5_OUT=9
FRAG_6_OUT=10
FRAG_7_OUT=11
FRAG_1_OUT=3
FRAG_2_OUT=4
FRAG_3_OUT=5
FRAG_4_OUT=6
FRAG_5_OUT=7
FRAG_6_OUT=8
FRAG_7_OUT=9
FRAG_8_OUT=0
# Which fragment shader renders to output window
FRAG_OUTPUT=9
+3 -8
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@@ -2,8 +2,8 @@
// VIDEO 1
// -----------
// IN: 1+3 (RAW IN A)
// OUT: 5 (IN A)
// IN: 1 (RAW IN A)
// OUT: 3 (IN A)
in vec2 vUV;
out vec4 fragColor;
@@ -14,16 +14,11 @@ uniform sampler2D iTex0;
uniform sampler2D iTex1;
uniform sampler2D iTex3;
uniform int iInputFormat1;
uniform int iInputSwap1;
uniform vec2 iInputResolution1;
void main() {
if (iInputFormat1 == YUYV_FOURCC) {
if (iInputSwap1 > 0) {
fragColor = yuyvTex(iTex3, vUV, int(iInputResolution1.x));
} else {
fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
}
fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
} else {
fragColor = texture(iTex0, vUV);
}
+94 -22
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@@ -9,13 +9,13 @@ out vec4 fragColor;
#include inc_debug.glsl
uniform sampler2D iTex0;
uniform sampler2D iTex3;
uniform sampler2D iTex4;
uniform sampler2D iTex5;
uniform sampler2D iTex6;
uniform sampler2D iTex7;
uniform sampler2D iTex8;
uniform sampler2D iTex9;
uniform sampler2D iTex10;
uniform sampler2D iTex11;
uniform int iFPS;
uniform int iInputFPS1;
uniform int iInputFPS2;
@@ -26,19 +26,91 @@ float s(vec2 uv, float x0, float y0) {
}
const int texts[12][5] = {
{0x49, 0x4E, 0x20, 0x41, 0x00}, // IN A
{0x49, 0x4E, 0x20, 0x42, 0x00}, // IN B
{0x53, 0x52, 0x43, 0x20, 0x41}, // SRC A
{0x53, 0x52, 0x43, 0x20, 0x42}, // SRC B
{0x46, 0x58, 0x20, 0x41, 0x00}, // FX A
{0x46, 0x58, 0x20, 0x42, 0x00}, // FX B
{0x41, 0x2B, 0x42, 0x00, 0x00}, // A+B
{0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX
{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
{0x4F, 0x46, 0x46, 0x00, 0x00}, // OFF
{0x44, 0x45, 0x4D, 0x4F, 0x00}, // DEMO
{0x4C, 0x49, 0x56, 0x45, 0x00}, // LIVE
};
{
0x49,
0x4E,
0x20,
0x41,
0x00
}, // IN A
{
0x49,
0x4E,
0x20,
0x42,
0x00
}, // IN B
{
0x53,
0x52,
0x43,
0x20,
0x41
}, // SRC A
{
0x53,
0x52,
0x43,
0x20,
0x42
}, // SRC B
{
0x46,
0x58,
0x20,
0x41,
0x00
}, // FX A
{
0x46,
0x58,
0x20,
0x42,
0x00
}, // FX B
{
0x41,
0x2B,
0x42,
0x00,
0x00
}, // A+B
{
0x4D,
0x46,
0x58,
0x00,
0x00
}, // MFX
{
0x46,
0x50,
0x53,
0x00,
0x00
}, // FPS
{
0x4F,
0x46,
0x46,
0x00,
0x00
}, // OFF
{
0x44,
0x45,
0x4D,
0x4F,
0x00
}, // DEMO
{
0x4C,
0x49,
0x56,
0x45,
0x00
}, // LIVE
};
void main() {
vec2 uv0 = vUV.st;
@@ -50,14 +122,14 @@ void main() {
vec4 c = vec4(0);
c += s(uv2, 1, 2) * texture(iTex7, uv2);
c += s(uv2, 2, 2) * texture(iTex9, uv2);
c += s(uv2, 1, 2) * texture(iTex5, uv2);
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
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@@ -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
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@@ -3,7 +3,7 @@
// SRC A
// -----------
// OUT: 7 (FX A)
// OUT: 5 (FX A)
in vec2 vUV;
out vec4 fragColor;
+1 -1
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@@ -2,7 +2,7 @@
// SRC B
// -----------
// OUT: 8 (FX B)
// OUT: 6 (FX B)
in vec2 vUV;
out vec4 fragColor;
+5 -5
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@@ -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
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@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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);
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