Compare commits
6
Commits
v1.2.4
..
674dc50ff7
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
674dc50ff7 | ||
|
|
749206746d | ||
|
|
69f98e536f | ||
|
|
0a43f3f582 | ||
|
|
6110e1df7f | ||
|
|
3a228122cf |
+1
-1
@@ -1,4 +1,4 @@
|
||||
#version 460
|
||||
#version 140
|
||||
|
||||
// VIDEO 1
|
||||
// -----------
|
||||
|
||||
+28
-102
@@ -1,4 +1,4 @@
|
||||
#version 460
|
||||
#version 140
|
||||
|
||||
// MONITOR
|
||||
// ---
|
||||
@@ -25,92 +25,18 @@ float s(vec2 uv, float x0, float y0) {
|
||||
step(-y0 - 1, -uv.y);
|
||||
}
|
||||
|
||||
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
|
||||
};
|
||||
const int textINA[] = int[5](0x49, 0x4E, 0x20, 0x41, 0x00);
|
||||
const int textINB[] = int[5](0x49, 0x4E, 0x20, 0x42, 0x00);
|
||||
const int textSRCA[] = int[5](0x49, 0x4E, 0x20, 0x41, 0x00);
|
||||
const int textSRCB[] = int[5](0x49, 0x4E, 0x20, 0x42, 0x00);
|
||||
const int textFXA[] = int[5](0x46, 0x58, 0x20, 0x41, 0x00);
|
||||
const int textFXB[] = int[5](0x46, 0x58, 0x20, 0x42, 0x00);
|
||||
const int textAB[] = int[5](0x41, 0x2B, 0x42, 0x00, 0x00);
|
||||
const int textMFX[] = int[5](0x4D, 0x46, 0x58, 0x00, 0x00);
|
||||
const int textFPS[] = int[5](0x46, 0x50, 0x53, 0x00, 0x00);
|
||||
const int textOFF[] = int[5](0x4F, 0x46, 0x46, 0x00, 0x00);
|
||||
const int textDEMO[] = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
|
||||
const int textLIVE[] = int[5](0x4C, 0x49, 0x56, 0x45, 0x00);
|
||||
|
||||
void main() {
|
||||
vec2 uv0 = vUV.st;
|
||||
@@ -146,65 +72,65 @@ void main() {
|
||||
float t = 0;
|
||||
|
||||
f += rect(uv3, vec2(-35, 28.5), vec2(2.1, 0.7));
|
||||
t += write_5(uv3, vec2(-37, 28), texts[0]);
|
||||
t += write_5(uv3, vec2(-37, 28), textINA);
|
||||
|
||||
if (iInputFormat1 == YUYV_FOURCC) {
|
||||
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]);
|
||||
t += write_5(uv3, vec2(-35.1, 26.1), textFPS);
|
||||
} else {
|
||||
f += rect(uv3, vec2(-35, 26.75), vec2(1.6, 0.7));
|
||||
t += write_5(uv3, vec2(-36.5, 26.1), texts[9]);
|
||||
t += write_5(uv3, vec2(-36.5, 26.1), textOFF);
|
||||
}
|
||||
|
||||
f += rect(uv3, vec2(-35, -11.5), vec2(2.1, 0.7));
|
||||
t += write_5(uv3, vec2(-37, -12), texts[1]);
|
||||
t += write_5(uv3, vec2(-37, -12), textINB);
|
||||
|
||||
if (iInputFormat2 == YUYV_FOURCC) {
|
||||
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]);
|
||||
t += write_5(uv3, vec2(-35.1, -13.9), textFPS);
|
||||
} else {
|
||||
f += rect(uv3, vec2(-35, -13.25), vec2(1.6, 0.7));
|
||||
t += write_5(uv3, vec2(-36.5, -13.9), texts[9]);
|
||||
t += write_5(uv3, vec2(-36.5, -13.9), textOFF);
|
||||
}
|
||||
|
||||
f += rect(uv3, vec2(-35, 8.5), vec2(2.1, 0.7));
|
||||
|
||||
if (iDemo > 0) {
|
||||
t += write_5(uv3, vec2(-37, 8), texts[10]);
|
||||
t += write_5(uv3, vec2(-37, 8), textDEMO);
|
||||
} else {
|
||||
t += write_5(uv3, vec2(-37, 8), texts[11]);
|
||||
t += write_5(uv3, vec2(-37, 8), textLIVE);
|
||||
}
|
||||
|
||||
f += rect(uv3, vec2(0, 28.5), vec2(2.6, 0.7));
|
||||
f += iActive1 == 1 ? h_rect(uv3, vec2(0, 28.5), vec2(3, 1), 0.2) : 0;
|
||||
t += write_5(uv3, vec2(-2.5, 28), texts[2]);
|
||||
t += write_5(uv3, vec2(-2.5, 28), textSRCA);
|
||||
|
||||
f += rect(uv3, vec2(0, -11.5), vec2(2.6, 0.7));
|
||||
f += iActive1 == 2 ? h_rect(uv3, vec2(0, -11.5), vec2(3, 1), 0.2) : 0;
|
||||
t += write_5(uv3, vec2(-2.5, -12), texts[3]);
|
||||
t += write_5(uv3, vec2(-2.5, -12), textSRCB);
|
||||
|
||||
f += rect(uv3, vec2(35, 28.5), vec2(2.1, 0.7));
|
||||
f += iActive2 == 1 ? h_rect(uv3, vec2(35, 28.5), vec2(2.5, 1), 0.2) : 0;
|
||||
t += write_5(uv3, vec2(33, 28), texts[4]);
|
||||
t += write_5(uv3, vec2(33, 28), textFXA);
|
||||
|
||||
f += rect(uv3, vec2(35, -11.5), vec2(2.1, 0.7));
|
||||
f += iActive2 == 2 ? h_rect(uv3, vec2(35, -11.5), vec2(2.5, 1), 0.2) : 0;
|
||||
t += write_5(uv3, vec2(33, -12), texts[5]);
|
||||
t += write_5(uv3, vec2(33, -12), textFXB);
|
||||
|
||||
f += rect(uv3, vec2(0, 8.5), vec2(1.6, 0.7));
|
||||
t += write_5(uv3, vec2(-1.5, 8), texts[6]);
|
||||
t += write_5(uv3, vec2(-1.5, 8), textAB);
|
||||
|
||||
f += rect(uv3, vec2(35, 8.5), vec2(1.6, 0.7));
|
||||
f += iActive2 == 3 ? h_rect(uv3, vec2(35, 8.5), vec2(2, 1), 0.2) : 0;
|
||||
t += write_5(uv3, vec2(33.5, 8), texts[7]);
|
||||
t += write_5(uv3, vec2(33.5, 8), textMFX);
|
||||
|
||||
f += rect(uv3, vec2(35, 6.75), vec2(2.8, 0.7));
|
||||
t += write_int(uv3, vec2(32.4, 6.1), iFPS, 2);
|
||||
t += write_5(uv3, vec2(34.9, 6.1), texts[8]);
|
||||
t += write_5(uv3, vec2(34.9, 6.1), textFPS);
|
||||
|
||||
fragColor = mix(c, vec4(min(1, f) - t), min(1, f));
|
||||
}
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
#version 460
|
||||
#version 140
|
||||
|
||||
// VIDEO 2
|
||||
// -----------
|
||||
|
||||
@@ -10,8 +10,6 @@ out vec4 fragColor;
|
||||
|
||||
#include inc_src.glsl
|
||||
|
||||
subroutine uniform src_stage_sub src_stage;
|
||||
|
||||
uniform int iSeed3;
|
||||
uniform vec3 iGroup1_1[6];
|
||||
|
||||
|
||||
@@ -9,8 +9,6 @@ out vec4 fragColor;
|
||||
|
||||
#include inc_src.glsl
|
||||
|
||||
subroutine uniform src_stage_sub src_stage;
|
||||
|
||||
uniform int iSeed4;
|
||||
uniform vec3 iGroup1_2[6];
|
||||
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
#version 460
|
||||
#version 140
|
||||
|
||||
// A+B
|
||||
// ------------
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
#version 460
|
||||
#version 140
|
||||
|
||||
// OUT
|
||||
// ---
|
||||
|
||||
+42
-80
@@ -1,7 +1,9 @@
|
||||
#include inc_sentences.glsl
|
||||
|
||||
#ifndef INC_CP437
|
||||
#define INC_CP437
|
||||
|
||||
const int cp437[] = {
|
||||
const int cp437[] = int[1024](
|
||||
0x0000, 0x0000, 0x0000, 0x0000, // 0x00, NUL
|
||||
0x151E, 0x8A87, 0xE19D, 0x789B, // 0x01, SOH, SMILEY BLACK
|
||||
0xFBFE, 0xFDF7, 0xEF73, 0x7FEC, // 0x02, STX, SMILEY LIGHT
|
||||
@@ -257,10 +259,10 @@ const int cp437[] = {
|
||||
0x666E, 0x3331, 0x0006, 0x0003, // 0xFC, ⁿ
|
||||
0x6C8E, 0x0010, 0x000E, 0x0001, // 0xFD, ²
|
||||
0xCC00, 0x3300, 0x00CC, 0x0033, // 0xFE, ■
|
||||
0x0000, 0x0000, 0x0000, 0x0000, // 0xFF, NBSP
|
||||
};
|
||||
0x0000, 0x0000, 0x0000, 0x0000 // 0xFF, NBSP
|
||||
);
|
||||
|
||||
const int charsets[] = {
|
||||
const int charsets[] = int[18](
|
||||
0x30, 10, // NUMBERS
|
||||
0x41, 26, // UPPERCASE LETTERS
|
||||
0x61, 26, // LOWERCASE LETTERS
|
||||
@@ -269,12 +271,12 @@ const int charsets[] = {
|
||||
0xB3, 40, // BARS
|
||||
0xE0, 16, // GREEK
|
||||
0x80, 28, // ACCENTS
|
||||
0xB0, 3, // SHADES
|
||||
};
|
||||
0xB0, 3 // SHADES
|
||||
);
|
||||
|
||||
#define CHARSETS 8
|
||||
|
||||
const int hex_chars[] = {
|
||||
const int hex_chars[] = int[16](
|
||||
0x30,
|
||||
0x31,
|
||||
0x32,
|
||||
@@ -290,29 +292,29 @@ const int hex_chars[] = {
|
||||
0x43,
|
||||
0x44,
|
||||
0x45,
|
||||
0x46,
|
||||
};
|
||||
0x46
|
||||
);
|
||||
|
||||
bool char(vec2 pos, int code)
|
||||
{
|
||||
if (pos.x < 0.0 || pos.y < 0.0 || pos.x >= 1.0 || pos.y >= 1.0) {
|
||||
if (pos.x < .0 || pos.y < .0 || pos.x >= 1. || pos.y >= 1.) {
|
||||
return false;
|
||||
}
|
||||
ivec2 pos2 = ivec2(pos.x * 8.0, (1 - pos.y) * 8.0);
|
||||
ivec2 pos2 = ivec2(pos.x * 8., (1 - pos.y) * 8.);
|
||||
ivec2 subpos = pos2 % 4;
|
||||
int v = int(pow(2, subpos.y * 4 + subpos.x));
|
||||
int d = int(pos2.y * 0.25) * 2 + int(pos2.x * 0.25);
|
||||
int v = int(pow(2., subpos.y * 4. + subpos.x));
|
||||
int d = int(pos2.y * .25) * 2 + int(pos2.x * .25);
|
||||
return (cp437[code * 4 + d] & v) > 0;
|
||||
}
|
||||
|
||||
float char_at(vec2 uv, vec2 pos, int code)
|
||||
{
|
||||
return char(uv - pos, code) ? 1 : 0;
|
||||
return char(uv - pos, code) ? 1. : 0.;
|
||||
}
|
||||
|
||||
float write_5(vec2 uv, vec2 pos, int str[5])
|
||||
{
|
||||
float d = 0;
|
||||
float d = 0.;
|
||||
int i;
|
||||
|
||||
for (i = 0; i < 5; i++) {
|
||||
@@ -320,7 +322,7 @@ float write_5(vec2 uv, vec2 pos, int str[5])
|
||||
return d;
|
||||
}
|
||||
|
||||
d += char_at(uv, pos + vec2(i, 0), str[i]);
|
||||
d += char_at(uv, pos + vec2(i, 0.), str[i]);
|
||||
}
|
||||
|
||||
return d;
|
||||
@@ -328,7 +330,7 @@ float write_5(vec2 uv, vec2 pos, int str[5])
|
||||
|
||||
float write_10(vec2 uv, vec2 pos, int str[10])
|
||||
{
|
||||
float d = 0;
|
||||
float d = 0.;
|
||||
int i;
|
||||
|
||||
for (i = 0; i < 10; i++) {
|
||||
@@ -336,7 +338,7 @@ float write_10(vec2 uv, vec2 pos, int str[10])
|
||||
return d;
|
||||
}
|
||||
|
||||
d += char_at(uv, pos + vec2(i, 0), str[i]);
|
||||
d += char_at(uv, pos + vec2(i, 0.), str[i]);
|
||||
}
|
||||
|
||||
return d;
|
||||
@@ -344,7 +346,7 @@ float write_10(vec2 uv, vec2 pos, int str[10])
|
||||
|
||||
float write_20(vec2 uv, vec2 pos, int str[20])
|
||||
{
|
||||
float d = 0;
|
||||
float d = 0.;
|
||||
int i;
|
||||
|
||||
for (i = 0; i < 20; i++) {
|
||||
@@ -352,96 +354,56 @@ float write_20(vec2 uv, vec2 pos, int str[20])
|
||||
return d;
|
||||
}
|
||||
|
||||
d += char_at(uv, pos + vec2(i, 0), str[i]);
|
||||
d += char_at(uv, pos + vec2(i, 0.), str[i]);
|
||||
}
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
float write_int(vec2 uv, vec2 pos, uint value, uint magnitude)
|
||||
float write_int(vec2 uv, vec2 pos, int value, int magnitude)
|
||||
{
|
||||
value = max(0, value);
|
||||
int i;
|
||||
uint m = 1;
|
||||
float d = 0;
|
||||
int m = 1;
|
||||
float d = 0.;
|
||||
for (i = 0; i < magnitude; i++) {
|
||||
if (i == 0 || value >= m) {
|
||||
d += char_at(uv, pos + vec2(magnitude - i - 1, 0), int(0x30 + (value % (m * 10u)) / m));
|
||||
m *= 10u;
|
||||
d += char_at(uv, pos + vec2(magnitude - i - 1, 0.), int(0x30 + (value % (m * 10)) / m));
|
||||
m *= 10;
|
||||
}
|
||||
}
|
||||
return d;
|
||||
}
|
||||
|
||||
float write_int_left(vec2 uv, vec2 pos, uint value, uint magnitude)
|
||||
float write_int_left(vec2 uv, vec2 pos, int value, int magnitude)
|
||||
{
|
||||
value = max(0, value);
|
||||
int i;
|
||||
uint m = 1;
|
||||
float d = 0;
|
||||
int m = 1;
|
||||
float d = 0.;
|
||||
for (i = 0; i < magnitude; i++) {
|
||||
if (i == 0 || value >= m) {
|
||||
pos.x += 1;
|
||||
m *= 10u;
|
||||
pos.x += 1.;
|
||||
m *= 10;
|
||||
}
|
||||
}
|
||||
return write_int(uv, pos, value, magnitude);
|
||||
}
|
||||
|
||||
int read(sampler2D tex, vec2 uv, float k, int d, float t)
|
||||
float write_sentence(vec2 uv, vec2 pos, int n)
|
||||
{
|
||||
float inv_k = 1 / k;
|
||||
vec2 tex_uv = floor(uv * k) * inv_k;
|
||||
tex_uv += vec2(d % 2, floor(d * 0.5)) * 0.5 * inv_k;
|
||||
return
|
||||
((mean(reframe(tex, tex_uv + vec2(0, 3) * inv_k * 0.125)) > t) ? 1 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(0, 2) * inv_k * 0.125)) > t) ? 2 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(0, 1) * inv_k * 0.125)) > t) ? 4 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(0, 0) * inv_k * 0.125)) > t) ? 8 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(1, 3) * inv_k * 0.125)) > t) ? 16 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(1, 2) * inv_k * 0.125)) > t) ? 32 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(1, 1) * inv_k * 0.125)) > t) ? 64 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(1, 0) * inv_k * 0.125)) > t) ? 128 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(2, 3) * inv_k * 0.125)) > t) ? 256 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(2, 2) * inv_k * 0.125)) > t) ? 512 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(2, 1) * inv_k * 0.125)) > t) ? 1024 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(2, 0) * inv_k * 0.125)) > t) ? 2048 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(3, 3) * inv_k * 0.125)) > t) ? 4096 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(3, 2) * inv_k * 0.125)) > t) ? 8192 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(3, 1) * inv_k * 0.125)) > t) ? 16384 : 0) +
|
||||
((mean(reframe(tex, tex_uv + vec2(3, 0) * inv_k * 0.125)) > t) ? 32768 : 0);
|
||||
}
|
||||
|
||||
// https://web.archive.org/web/20151229003112/http://blogs.msdn.com/b/jeuge/archive/2005/06/08/hakmem-bit-count.aspx
|
||||
int bit_count(int u)
|
||||
{
|
||||
int c;
|
||||
c = u - ((u >> 1) & 033333333333) - ((u >> 2) & 011111111111);
|
||||
return ((c + (c >> 3)) & 030707070707) % 63;
|
||||
}
|
||||
|
||||
int guess_char(sampler2D tex, vec2 uv, float k, float t)
|
||||
{
|
||||
int b0 = read(tex, uv, k, 0, t);
|
||||
int b1 = read(tex, uv, k, 1, t);
|
||||
int b2 = read(tex, uv, k, 2, t);
|
||||
int b3 = read(tex, uv, k, 3, t);
|
||||
|
||||
int mc = 0;
|
||||
int mb = 100;
|
||||
float d = 0.;
|
||||
int i;
|
||||
int b;
|
||||
|
||||
for (i = 0x01; i <= 0xFF; i++) {
|
||||
if (i == 0x20 || i == 0xff || i == 0xDB) {
|
||||
continue;
|
||||
}
|
||||
b = bit_count(cp437[i * 4] ^ b0) + bit_count(cp437[i * 4 + 1] ^ b1) + bit_count(cp437[i * 4 + 2] ^ b2) + + bit_count(cp437[i * 4 + 3] ^ b3);
|
||||
if (b < mb) {
|
||||
mb = b;
|
||||
mc = i;
|
||||
for (i = 0; i < SENTENCE_MAX_LENGTH; i++) {
|
||||
if (sentences[n * SENTENCE_MAX_LENGTH + i] == 0) {
|
||||
return d;
|
||||
}
|
||||
|
||||
d += char_at(uv, pos + vec2(i, 0.), sentences[n * SENTENCE_MAX_LENGTH + i]);
|
||||
}
|
||||
|
||||
return mc;
|
||||
return d;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+98
-163
@@ -46,27 +46,27 @@ vec4 debug(vec2 vUV)
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// inputs
|
||||
|
||||
int selected_srca = iState3 - 1;
|
||||
bool random_srca = iState3 == 15;
|
||||
if (random_srca) {
|
||||
selected_srca = int(randTime(iSeed3 + 100) * 14);
|
||||
selected_srca = int(randTime(iSeed3 + 100.) * 14.);
|
||||
}
|
||||
if (selected_srca == 5 && iDemo > 0) {
|
||||
if (selected_srca == 5 && iDemo > 0.) {
|
||||
selected_srca = 1;
|
||||
random_srca = true;
|
||||
}
|
||||
if (selected_srca == 10 && iDemo > 0) {
|
||||
if (selected_srca == 10 && iDemo > 0.) {
|
||||
selected_srca = 2;
|
||||
random_srca = true;
|
||||
}
|
||||
int selected_srcb = iState4 - 1;
|
||||
bool random_srcb = iState4 == 15;
|
||||
if (random_srcb) {
|
||||
selected_srcb = int(randTime(iSeed4 + 100) * 14);
|
||||
selected_srcb = int(randTime(iSeed4 + 100.) * 14.);
|
||||
}
|
||||
if (selected_srcb == 5 && iDemo > 0) {
|
||||
selected_srcb = 1;
|
||||
@@ -79,181 +79,116 @@ vec4 debug(vec2 vUV)
|
||||
int selected_fxa = iState5 - 1;
|
||||
bool random_fxa = iState5 == 15;
|
||||
if (random_fxa) {
|
||||
selected_fxa = int(randTime(iSeed5 + 100) * 14);
|
||||
selected_fxa = int(randTime(iSeed5 + 100.) * 14.);
|
||||
}
|
||||
int selected_fxb = iState6 - 1;
|
||||
bool random_fxb = iState6 == 15;
|
||||
if (random_fxb) {
|
||||
selected_fxb = int(randTime(iSeed6 + 100) * 14);
|
||||
selected_fxb = int(randTime(iSeed6 + 100.) * 14.);
|
||||
}
|
||||
int selected_mfx = iState8 - 1;
|
||||
bool random_mfx = iState8 == 15;
|
||||
if (random_mfx) {
|
||||
selected_mfx = int(randTime(iSeed8 + 100) * 14);
|
||||
selected_mfx = int(randTime(iSeed8 + 100.) * 14.);
|
||||
}
|
||||
float fxa_value = magic(iGroup2_1[6].xy, vec3(1, 0, 0), iSeed5);
|
||||
bool fxa_invert = magic_trigger(vec3(iGroup2_1[6].z, 0, 0), iSeed5);
|
||||
float fxb_value = magic(iGroup2_2[6].xy, vec3(1, 0, 0), iSeed6);
|
||||
bool fxb_invert = magic_trigger(vec3(iGroup2_2[6].z, 0, 0), iSeed6);
|
||||
float mfx_value = magic(iGroup2_3[6].xy, vec3(1, 0, 0), iSeed8);
|
||||
bool mfx_invert = magic_trigger(vec3(iGroup2_3[6].z, 0, 0), iSeed8);
|
||||
float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed7);
|
||||
mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
|
||||
bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed7 + 10);
|
||||
float fxa_value = magic(iGroup2_1[6].xy, vec3(1., 0., 0.), iSeed5);
|
||||
bool fxa_invert = magic_trigger(vec3(iGroup2_1[6].z, 0., 0.), iSeed5);
|
||||
float fxb_value = magic(iGroup2_2[6].xy, vec3(1., 0., 0.), iSeed6);
|
||||
bool fxb_invert = magic_trigger(vec3(iGroup2_2[6].z, 0., 0.), iSeed6);
|
||||
float mfx_value = magic(iGroup2_3[6].xy, vec3(1., 0., 0.), iSeed8);
|
||||
bool mfx_invert = magic_trigger(vec3(iGroup2_3[6].z, 0., 0.), iSeed8);
|
||||
float mix_value = magic(iGroup3_1[1].xy, vec3(1., 0., 0.), iSeed7);
|
||||
mix_value = mix(mix_value, mix_value * .9 + .05, iDemo);
|
||||
bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0., 0.), iSeed7 + 10.);
|
||||
|
||||
// logic
|
||||
|
||||
const int texts[10][5] = {
|
||||
{
|
||||
0x46,
|
||||
0x50,
|
||||
0x53,
|
||||
0x00,
|
||||
0x00
|
||||
}, // FPS
|
||||
{
|
||||
0x54,
|
||||
0x45,
|
||||
0x4D,
|
||||
0x50,
|
||||
0x4F
|
||||
}, // TEMPO
|
||||
{
|
||||
0x54,
|
||||
0x49,
|
||||
0x4D,
|
||||
0x45,
|
||||
0x00
|
||||
}, // TIME
|
||||
{
|
||||
0x44,
|
||||
0x45,
|
||||
0x4D,
|
||||
0x4F,
|
||||
0x00
|
||||
}, // DEMO
|
||||
{
|
||||
0x4C,
|
||||
0x49,
|
||||
0x56,
|
||||
0x45,
|
||||
0x00
|
||||
}, // LIVE
|
||||
{
|
||||
0x52,
|
||||
0x41,
|
||||
0x4E,
|
||||
0x44,
|
||||
0x00
|
||||
}, // RAND
|
||||
{
|
||||
0x53,
|
||||
0x52,
|
||||
0x43,
|
||||
0x00,
|
||||
0x00
|
||||
}, // SRC
|
||||
{
|
||||
0x46,
|
||||
0x58,
|
||||
0x00,
|
||||
0x00,
|
||||
0x00
|
||||
}, // FX
|
||||
{
|
||||
0x49,
|
||||
0x4E,
|
||||
0x00,
|
||||
0x00,
|
||||
0x00
|
||||
}, // IN
|
||||
{
|
||||
0x4D,
|
||||
0x46,
|
||||
0x58,
|
||||
0x00,
|
||||
0x00
|
||||
}, // MFX
|
||||
};
|
||||
const int textTEMPO[] = int[5](0x54, 0x45, 0x4D, 0x50, 0x4F);
|
||||
const int textTIME[] = int[5](0x54, 0x49, 0x4D, 0x45, 0x00);
|
||||
const int textRAND[] = int[5](0x52, 0x41, 0x4E, 0x44, 0x00);
|
||||
const int textSRC[] = int[5](0x53, 0x52, 0x43, 0x00, 0x00);
|
||||
const int textFX[] = int[5](0x46, 0x58, 0x00, 0x00, 0x00);
|
||||
const int textIN[] = int[5](0x49, 0x4E, 0x00, 0x00, 0x00);
|
||||
const int textMFX[] = int[5](0x4D, 0x46, 0x58, 0x00, 0x00);
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
|
||||
uv2 *= 10;
|
||||
uv2.x -= 0.5;
|
||||
uv2.y += 0.5;
|
||||
uv2 *= 10.;
|
||||
uv2.x -= .5;
|
||||
uv2.y += .5;
|
||||
|
||||
vec2 uv3 = uv1 * 30;
|
||||
vec2 uv3 = uv1 * 30.;
|
||||
|
||||
// base frame
|
||||
float f =
|
||||
h_rect(uv2, vec2(-5, -2), vec2(1), 0.1) +
|
||||
h_rect(uv2, vec2(-2, -2), vec2(1), 0.1) +
|
||||
rect(uv2, vec2(-3.5, -2), vec2(0.5, 0.1)) +
|
||||
h_rect(uv2, vec2(-5, 2), vec2(1), 0.1) +
|
||||
h_rect(uv2, vec2(-2, 2), vec2(1), 0.1) +
|
||||
rect(uv2, vec2(-3.5, 2), vec2(0.5, 0.1)) +
|
||||
h_rect(uv2, vec2(2, 0), vec2(1), 0.1) +
|
||||
h_rect(uv2, vec2(5, 0), vec2(1), 0.1) +
|
||||
rect(uv2, vec2(3.5, 0), vec2(0.5, 0.1)) +
|
||||
rect(uv2, vec2(0.55, -2), vec2(1.5, 0.1)) +
|
||||
rect(uv2, vec2(2, -1.55), vec2(0.1, 0.55)) +
|
||||
rect(uv2, vec2(0.55, 2), vec2(1.5, 0.1)) +
|
||||
rect(uv2, vec2(2, 1.55), vec2(0.1, 0.55)) +
|
||||
rect(uv2, vec2(6.8, 0), vec2(0.75, 0.1)) +
|
||||
h_circle(uv2, vec2(7.8, 0), 0.3, 0.1);
|
||||
h_rect(uv2, vec2(-5., -2.), vec2(1.), .1) +
|
||||
h_rect(uv2, vec2(-2., -2.), vec2(1.), .1) +
|
||||
rect(uv2, vec2(-3.5, -2.), vec2(.5, .1)) +
|
||||
h_rect(uv2, vec2(-5, 2.), vec2(1.), .1) +
|
||||
h_rect(uv2, vec2(-2, 2.), vec2(1.), .1) +
|
||||
rect(uv2, vec2(-3.5, 2.), vec2(.5, .1)) +
|
||||
h_rect(uv2, vec2(2., 0.), vec2(1.), .1) +
|
||||
h_rect(uv2, vec2(5., 0.), vec2(1.), .1) +
|
||||
rect(uv2, vec2(3.5, 0.), vec2(.5, .1)) +
|
||||
rect(uv2, vec2(.55, -2.), vec2(1.5, .1)) +
|
||||
rect(uv2, vec2(2., -1.55), vec2(.1, .55)) +
|
||||
rect(uv2, vec2(.55, 2.), vec2(1.5, .1)) +
|
||||
rect(uv2, vec2(2., 1.55), vec2(.1, .55)) +
|
||||
rect(uv2, vec2(6.8, 0.), vec2(.75, .1)) +
|
||||
h_circle(uv2, vec2(7.8, 0.), .3, .1);
|
||||
|
||||
if (iDemo < 1 && iInputFormat1 == YUYV_FOURCC) {
|
||||
f += circle(uv2, vec2(-9, 2), 0.3);
|
||||
f += circle(uv2, vec2(-9., 2.), .3);
|
||||
}
|
||||
|
||||
if (iDemo < 1 && iInputFormat2 == YUYV_FOURCC) {
|
||||
f += circle(uv2, vec2(-9, -2), 0.3);
|
||||
f += circle(uv2, vec2(-9., -2.), .3);
|
||||
}
|
||||
|
||||
// show selected src/fx
|
||||
f += char_at(uv2, vec2(-5.4, 1.45), hex_chars[selected_srca]);
|
||||
f += random_srca ? circle(uv2, vec2(-4.25, 2.7), 0.1) : 0;
|
||||
f += random_srca ? circle(uv2, vec2(-4.25, 2.7), .1) : 0.;
|
||||
f += char_at(uv2, vec2(-5.4, -2.55), hex_chars[selected_srcb]);
|
||||
f += random_srcb ? circle(uv2, vec2(-4.25, -1.3), 0.1) : 0;
|
||||
f += random_srcb ? circle(uv2, vec2(-4.25, -1.3), .1) : 0.;
|
||||
f += char_at(uv2, vec2(-2.4, 1.45), hex_chars[selected_fxa]);
|
||||
f += fxa_invert ? rect(uv2, vec2(-2, 2.7), vec2(0.5, 0.05)) : 0;
|
||||
f += random_fxa ? circle(uv2, vec2(-1.25, 2.7), 0.1) : 0;
|
||||
f += fxa_invert ? rect(uv2, vec2(-2., 2.7), vec2(.5, .05)) : 0.;
|
||||
f += random_fxa ? circle(uv2, vec2(-1.25, 2.7), .1) : 0.;
|
||||
f += char_at(uv2, vec2(-2.4, -2.55), hex_chars[selected_fxb]);
|
||||
f += fxb_invert ? rect(uv2, vec2(-2, -1.3), vec2(0.5, 0.05)) : 0;
|
||||
f += random_fxb ? circle(uv2, vec2(-1.25, -1.3), 0.1) : 0;
|
||||
f += char_at(uv2, vec2(4.6, -0.55), hex_chars[selected_mfx]);
|
||||
f += mfx_invert ? rect(uv2, vec2(5, 0.7), vec2(0.5, 0.05)) : 0;
|
||||
f += random_mfx ? circle(uv2, vec2(5.75, 0.7), 0.1) : 0;
|
||||
f += fxb_invert ? rect(uv2, vec2(-2., -1.3), vec2(.5, .05)) : 0.;
|
||||
f += random_fxb ? circle(uv2, vec2(-1.25, -1.3), .1) : 0.;
|
||||
f += char_at(uv2, vec2(4.6, -.55), hex_chars[selected_mfx]);
|
||||
f += mfx_invert ? rect(uv2, vec2(5., .7), vec2(.5, .05)) : 0.;
|
||||
f += random_mfx ? circle(uv2, vec2(5.75, .7), .1) : 0.;
|
||||
|
||||
// show current selected
|
||||
f += iSelected == 3 ? h_rect(uv2, vec2(-5, 2), vec2(1.2), 0.1) : 0;
|
||||
f += iSelected == 4 ? h_rect(uv2, vec2(-5, -2), vec2(1.2), 0.1) : 0;
|
||||
f += iSelected == 5 ? h_rect(uv2, vec2(-2, 2), vec2(1.2), 0.1) : 0;
|
||||
f += iSelected == 6 ? h_rect(uv2, vec2(-2, -2), vec2(1.2), 0.1) : 0;
|
||||
f += iSelected == 8 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0;
|
||||
f += iSelected == 3 ? h_rect(uv2, vec2(-5., 2.), vec2(1.2), .1) : 0.;
|
||||
f += iSelected == 4 ? h_rect(uv2, vec2(-5., -2.), vec2(1.2), .1) : 0.;
|
||||
f += iSelected == 5 ? h_rect(uv2, vec2(-2., 2.), vec2(1.2), .1) : 0.;
|
||||
f += iSelected == 6 ? h_rect(uv2, vec2(-2., -2.), vec2(1.2), .1) : 0.;
|
||||
f += iSelected == 8 ? h_rect(uv2, vec2(5., 0.), vec2(1.2), .1) : 0.;
|
||||
|
||||
// show selected src/fx
|
||||
f += iActive1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
|
||||
f += iActive1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
|
||||
f += iActive2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
|
||||
f += iActive2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
|
||||
f += iActive2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
|
||||
f += iActive1 == 1 ? h_rect(uv2, vec2(-5., .8), vec2(1., 0.), .1) : 0.;
|
||||
f += iActive1 == 2 ? h_rect(uv2, vec2(-5., -3.2), vec2(1., 0.), .1) : 0.;
|
||||
f += iActive2 == 1 ? h_rect(uv2, vec2(-2., .8), vec2(1.2, 0.), .1) : 0.;
|
||||
f += iActive2 == 2 ? h_rect(uv2, vec2(-2., -3.2), vec2(1., 0.), .1) : 0.;
|
||||
f += iActive2 == 3 ? h_rect(uv2, vec2(5., -1.2), vec2(1., 0.), .1) : 0.;
|
||||
|
||||
// show src/fx
|
||||
|
||||
f += write_5(uv3 * 0.75, vec2(-11.6, -1.8), texts[6]);
|
||||
f += write_5(uv3 * 0.75, vec2(-4.2, -1.8), texts[7]);
|
||||
f += char_at(uv3 * 0.5, vec2(-11.5, 3.5), 0x41);
|
||||
f += char_at(uv3 * 0.5, vec2(-11.5, -6), 0x42);
|
||||
f += write_5(uv3 * .75, vec2(-11.6, -1.8), textSRC);
|
||||
f += write_5(uv3 * .75, vec2(-4.2, -1.8), textFX);
|
||||
f += char_at(uv3 * .5, vec2(-11.5, 3.5), 0x41);
|
||||
f += char_at(uv3 * .5, vec2(-11.5, -6.), 0x42);
|
||||
if (iDemo < 1 && (iInputFormat1 == YUYV_FOURCC || iInputFormat2 == YUYV_FOURCC)) {
|
||||
f += write_5(uv3 * 0.75, vec2(-19.7, -1.8), texts[8]);
|
||||
f += write_5(uv3 * .75, vec2(-19.7, -1.8), textIN);
|
||||
}
|
||||
f += write_5(uv3 * 0.75, vec2(10.9, 2), texts[9]);
|
||||
f += write_5(uv3 * .75, vec2(10.9, 2.), textMFX);
|
||||
|
||||
// show inputs / feedback
|
||||
float line_a_a = rect(uv2, vec2(-7.5, 2), vec2(1.5, 0.1));
|
||||
float line_a_b = rect(uv2, vec2(-6.5, 2), vec2(0.5, 0.1)) + rect(uv2, vec2(-8.5, -2), vec2(0.5, 0.1)) + line(uv2, vec2(-7, 2.1), vec2(-8, -2.1), 0.2);
|
||||
float line_a_f = rect(uv2, vec2(-6.5, 2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, 3.6), vec2(7, 0.1)) + rect(uv2, vec2(-7, 2.8), vec2(0.1, 0.9)) + rect(uv2, vec2(7, 1.8), vec2(0.1, 1.9));
|
||||
float line_a_a = rect(uv2, vec2(-7.5, 2.), vec2(1.5, .1));
|
||||
float line_a_b = rect(uv2, vec2(-6.5, 2.), vec2(.5, .1)) + rect(uv2, vec2(-8.5, -2), vec2(.5, .1)) + line(uv2, vec2(-7., 2.1), vec2(-8., -2.1), .2);
|
||||
float line_a_f = rect(uv2, vec2(-6.5, 2.), vec2(.5, .1)) + rect(uv2, vec2(0., 3.6), vec2(7., .1)) + rect(uv2, vec2(-7., 2.8), vec2(.1, .9)) + rect(uv2, vec2(7., 1.8), vec2(.1, 1.9));
|
||||
if (selected_srca == 5 && iInputFormat1 == YUYV_FOURCC) {
|
||||
f += line_a_a;
|
||||
} else if (selected_srca == 10 && iInputFormat2 == YUYV_FOURCC) {
|
||||
@@ -262,9 +197,9 @@ vec4 debug(vec2 vUV)
|
||||
f += line_a_f;
|
||||
}
|
||||
|
||||
float line_b_a = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(-8.5, 2), vec2(0.5, 0.1)) + line(uv2, vec2(-7, -2.1), vec2(-8, 2.1), 0.2);
|
||||
float line_b_b = rect(uv2, vec2(-7.5, -2), vec2(1.5, 0.1));
|
||||
float line_b_f = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, -3.6), vec2(7, 0.1)) + rect(uv2, vec2(-7, -2.8), vec2(0.1, 0.9)) + rect(uv2, vec2(7, -1.8), vec2(0.1, 1.9));
|
||||
float line_b_a = rect(uv2, vec2(-6.5, -2.), vec2(.5, .1)) + rect(uv2, vec2(-8.5, 2.), vec2(.5, .1)) + line(uv2, vec2(-7., -2.1), vec2(-8., 2.1), .2);
|
||||
float line_b_b = rect(uv2, vec2(-7.5, -2.), vec2(1.5, .1));
|
||||
float line_b_f = rect(uv2, vec2(-6.5, -2.), vec2(.5, .1)) + rect(uv2, vec2(0., -3.6), vec2(7., .1)) + rect(uv2, vec2(-7., -2.8), vec2(.1, .9)) + rect(uv2, vec2(7., -1.8), vec2(.1, 1.9));
|
||||
if (selected_srcb == 5 && iInputFormat1 == YUYV_FOURCC) {
|
||||
f += line_b_a;
|
||||
} else if (selected_srcb == 10 && iInputFormat2 == YUYV_FOURCC) {
|
||||
@@ -274,44 +209,44 @@ vec4 debug(vec2 vUV)
|
||||
}
|
||||
|
||||
// show page
|
||||
f += iPage == 0 ? circle(uv2, vec2(-0.75, -4.1), 0.3) : h_circle(uv2, vec2(-0.75, -4.1), 0.25, 0.1);
|
||||
f += iPage == 1 ? circle(uv2, vec2(0, -4.1), 0.3) : h_circle(uv2, vec2(0, -4.1), 0.20, 0.1);
|
||||
f += iPage == 2 ? circle(uv2, vec2(0.75, -4.1), 0.3) : h_circle(uv2, vec2(0.75, -4.1), 0.20, 0.1);
|
||||
f += iPage == 0 ? circle(uv2, vec2(-.75, -4.1), .3) : h_circle(uv2, vec2(-.75, -4.1), .25, .1);
|
||||
f += iPage == 1 ? circle(uv2, vec2(0., -4.1), .3) : h_circle(uv2, vec2(0., -4.1), .20, .1);
|
||||
f += iPage == 2 ? circle(uv2, vec2(.75, -4.1), .3) : h_circle(uv2, vec2(.75, -4.1), .20, .1);
|
||||
|
||||
// show fx values
|
||||
float fx_rect = 0;
|
||||
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(-2, 1.1 + 0.9 * fxa_value), vec2(0.9, 0.9 * fxa_value)));
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * fxb_value), vec2(0.9, 0.9 * fxb_value)));
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(5, -0.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(-2., 1.1 + .9 * fxa_value), vec2(.9, .9 * fxa_value)));
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(-2., -2.9 + .9 * fxb_value), vec2(.9, .9 * fxb_value)));
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(5., -.9 + .9 * mfx_value), vec2(.9, .9 * mfx_value)));
|
||||
|
||||
// show mix
|
||||
f += char_at(uv2, vec2(1.55, -0.6), mix_type ? 0x4B : 0x4D);
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(2, -0.9 + 0.9 * mix_value), vec2(0.9, 0.9 * mix_value)));
|
||||
f += char_at(uv2, vec2(1.55, -.6), mix_type ? 0x4B : 0x4D);
|
||||
f = mix(f, 1 - f, rect(uv2, vec2(.2, -.9 + .9 * mix_value), vec2(.9, .9 * mix_value)));
|
||||
|
||||
// show debug info
|
||||
float v = 0;
|
||||
float x = 0;
|
||||
float v = 0.;
|
||||
float x = 0.;
|
||||
|
||||
x = -15;
|
||||
f += write_5(uv3, vec2(x - 4.5, 13), texts[1]);
|
||||
f += write_int(uv3, vec2(x + 1.5, 13), int(iTempo), 3);
|
||||
x = -15.;
|
||||
f += write_5(uv3, vec2(x - 4.5, 13.), textTEMPO);
|
||||
f += write_int(uv3, vec2(x + 1.5, 13.), int(iTempo), 3);
|
||||
v = fract(iBeats);
|
||||
f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2);
|
||||
f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));
|
||||
f += h_rect(uv3, vec2(x, 12.), vec2(4., .5), .2);
|
||||
f += rect(uv3, vec2(x + 4. * v - 4., 12.), vec2(4. * v, .4));
|
||||
|
||||
x = 15;
|
||||
x = 15.;
|
||||
if (iAutoRand > 0) {
|
||||
f += write_5(uv3, vec2(x - 4.5, 13), texts[5]);
|
||||
f += write_int(uv3, vec2(x - 0.5, 13), int(iAutoRandCycle), 5);
|
||||
f += write_5(uv3, vec2(x - 4.5, 13.), textRAND);
|
||||
f += write_int(uv3, vec2(x - .5, 13.), int(iAutoRandCycle), 5);
|
||||
v = fract(iBeats / iAutoRandCycle);
|
||||
} else {
|
||||
f += write_int(uv3, vec2(x - 0.5, 13), int(iTime), 5);
|
||||
f += write_int(uv3, vec2(x - .5, 13.), int(iTime), 5);
|
||||
v = fract(iTime);
|
||||
f += write_5(uv3, vec2(x - 4.5, 13), texts[2]);
|
||||
f += write_5(uv3, vec2(x - 4.5, 13.), textTIME);
|
||||
}
|
||||
f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2);
|
||||
f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));
|
||||
f += h_rect(uv3, vec2(x, 12.), vec2(4., .5), .2);
|
||||
f += rect(uv3, vec2(x + 4. * v - 4., 12), vec2(4. * v, .4));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
+100
-105
@@ -12,51 +12,51 @@
|
||||
// BASICS
|
||||
|
||||
float istep(float x, float y) {
|
||||
return 1 - step(x, y);
|
||||
return 1. - step(x, y);
|
||||
}
|
||||
|
||||
float estep(float x, float y) {
|
||||
return smoothstep(x - 0.0001, x + 0.0001, y);
|
||||
return smoothstep(x - .0001, x + .0001, y);
|
||||
}
|
||||
|
||||
float iestep(float x, float y) {
|
||||
return 1 - estep(x, y);
|
||||
return 1. - estep(x, y);
|
||||
}
|
||||
|
||||
float ease(float x) {
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0) * PI) * 0.5;
|
||||
return .5 - cos(max(min(x, 1.), 0.) * PI) * .5;
|
||||
}
|
||||
|
||||
vec2 ease(vec2 x) {
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0) * PI) * 0.5;
|
||||
return .5 - cos(max(min(x, 1.), 0.) * PI) * .5;
|
||||
}
|
||||
|
||||
vec3 ease(vec3 x) {
|
||||
return 0.5 - cos(max(min(x, 1.0), 0.0) * PI) * 0.5;
|
||||
return .5 - cos(max(min(x, 1.), 0.) * PI) * .5;
|
||||
}
|
||||
|
||||
float saw(float x) {
|
||||
return abs(mod(x + 1, 2) - 1);
|
||||
return abs(mod(x + 1., 2.) - 1.);
|
||||
}
|
||||
|
||||
vec2 saw(vec2 x) {
|
||||
return abs(mod(x + 1, 2) - 1);
|
||||
return abs(mod(x + 1., 2.) - 1.);
|
||||
}
|
||||
|
||||
vec3 saw(vec3 x) {
|
||||
return abs(mod(x + 1, 2) - 1);
|
||||
return abs(mod(x + 1., 2.) - 1.);
|
||||
}
|
||||
|
||||
float cmod(float x, float k) {
|
||||
return mod(x + k * 0.5, k) - k * 0.5;
|
||||
return mod(x + k * .5, k) - k * .5;
|
||||
}
|
||||
|
||||
vec2 cmod(vec2 x, float k) {
|
||||
return mod(x + k * 0.5, k) - k * 0.5;
|
||||
return mod(x + k * .5, k) - k * .5;
|
||||
}
|
||||
|
||||
vec3 cmod(vec3 x, float k) {
|
||||
return mod(x + k * 0.5, k) - k * 0.5;
|
||||
return mod(x + k * .5, k) - k * .5;
|
||||
}
|
||||
|
||||
// COLORS
|
||||
@@ -64,16 +64,16 @@ vec3 cmod(vec3 x, float k) {
|
||||
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 + PI * .6666667) + 1.),
|
||||
.5 * (sin(x * 2. * PI - PI * .6666667) + 1.)
|
||||
);
|
||||
}
|
||||
|
||||
vec3 shift(vec3 c, float f) {
|
||||
return vec3(
|
||||
c.x * (1 - f) + c.y * f,
|
||||
c.y * (1 - f) + c.z * f,
|
||||
c.z * (1 - f) + c.x * f
|
||||
c.x * (1. - f) + c.y * f,
|
||||
c.y * (1. - f) + c.z * f,
|
||||
c.z * (1. - f) + c.x * f
|
||||
);
|
||||
}
|
||||
|
||||
@@ -82,40 +82,40 @@ 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);
|
||||
return istep(.5, x) * mix(c1, c2, x * 2.)
|
||||
+ step(.5, x) * mix(c2, c3, x * 2. - 1.);
|
||||
}
|
||||
|
||||
vec3 mix4(vec3 c1, vec3 c2, vec3 c3, vec3 c4, float x) {
|
||||
return istep(0.333, x) * mix(c1, c2, x * 3)
|
||||
+ step(0.333, x) * istep(0.667, x) * mix(c2, c3, x * 3 - 1)
|
||||
+ step(0.667, x) * mix(c3, c4, x * 3 - 2);
|
||||
return istep(.333, x) * mix(c1, c2, x * 3.)
|
||||
+ step(.333, x) * istep(.667, x) * mix(c2, c3, x * 3. - 1.)
|
||||
+ step(.667, x) * mix(c3, c4, x * 3. - 2.);
|
||||
;
|
||||
}
|
||||
|
||||
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);
|
||||
return istep(.25, x) * mix(c1, c2, x * 4.)
|
||||
+ step(.25, x) * istep(.5, x) * mix(c2, c3, x * 4. - 1.)
|
||||
+ step(.5, x) * istep(.75, x) * mix(c3, c4, x * 4. - 2.)
|
||||
+ step(.75, x) * mix(c4, c5, x * 4. - 3.);
|
||||
}
|
||||
|
||||
vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) {
|
||||
return istep(0.2, x) * mix(c1, c2, x * 5)
|
||||
+ 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);
|
||||
return istep(.2, x) * mix(c1, c2, x * 5.)
|
||||
+ step(.2, x) * istep(.4, x) * mix(c2, c3, x * 5. - 1.)
|
||||
+ step(.4, x) * istep(.6, x) * mix(c3, c4, x * 5. - 2.)
|
||||
+ step(.6, x) * istep(.8, x) * mix(c4, c5, x * 5. - 3.)
|
||||
+ step(.8, x) * mix(c5, c6, x * 5. - 4.);
|
||||
}
|
||||
|
||||
float mean(vec3 v)
|
||||
{
|
||||
return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333;
|
||||
return v.x * .3333 + v.y * .3333 + v.z * .3333;
|
||||
}
|
||||
|
||||
float mean(vec4 v)
|
||||
{
|
||||
return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333;
|
||||
return v.x * .3333 + v.y * .3333 + v.z * .3333;
|
||||
}
|
||||
|
||||
// OTHER
|
||||
@@ -130,13 +130,13 @@ mat2 rot(float angle) {
|
||||
// EFFECTS
|
||||
|
||||
vec2 lens(vec2 uv, float limit, float power) {
|
||||
return uv * (1 + limit + length(uv * power));
|
||||
return uv * (1. + limit + length(uv * power));
|
||||
}
|
||||
|
||||
vec2 kal(vec2 uv, float n) {
|
||||
float t = atan(uv.y, uv.x) + PI * 0.5;
|
||||
float q = 3.0 / (2.0 * PI);
|
||||
t = abs(mod(t + PI / (n), 2 * PI / n) - PI / (n));
|
||||
float t = atan(uv.y, uv.x) + PI * .5;
|
||||
float q = .4774648; // 3. / (2. * PI);
|
||||
t = abs(mod(t + PI / n, 2. * PI / n) - PI / n);
|
||||
return length(uv) * vec2(
|
||||
cos(t),
|
||||
sin(t)
|
||||
@@ -144,8 +144,8 @@ vec2 kal(vec2 uv, float n) {
|
||||
}
|
||||
|
||||
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);
|
||||
float t = atan(uv.y, uv.x) + PI * .5;
|
||||
float t2 = abs(mod(t + PI / n, 2. * PI / n) - PI / n);
|
||||
return length(uv) * vec2(
|
||||
cos(t2),
|
||||
sin(t2)
|
||||
@@ -156,27 +156,27 @@ vec2 kal2(vec2 uv, float n) {
|
||||
|
||||
float noise(vec2 n)
|
||||
{
|
||||
const vec2 d = vec2(0, 1);
|
||||
const vec2 d = vec2(0., 1.);
|
||||
vec2 b = floor(n);
|
||||
vec2 f = fract(n);
|
||||
f *= f * (3 - 2 * f);
|
||||
f *= f * (3. - 2. * f);
|
||||
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
|
||||
}
|
||||
|
||||
float noise_f(vec2 n, int f)
|
||||
{
|
||||
float o = noise(n) / 2;
|
||||
o += mix(o, noise(n * 2), f > 1 ? 1 : 0) / 4;
|
||||
o += mix(o, noise(n * 4), f > 2 ? 1 : 0) / 8;
|
||||
o += mix(o, noise(n * 8), f > 3 ? 1 : 0) / 16;
|
||||
o += mix(o, noise(n * 16), f > 4 ? 1 : 0) / 32;
|
||||
float o = noise(n) * .5;
|
||||
o += mix(o, noise(n * 2.), f > 1. ? 1. : 0.) * .25;
|
||||
o += mix(o, noise(n * 4.), f > 2. ? 1. : 0.) * .125;
|
||||
o += mix(o, noise(n * 8.), f > 3. ? 1. : 0.) * .0625;
|
||||
o += mix(o, noise(n * 16.), f > 4. ? 1. : 0.) * .03125;
|
||||
return o;
|
||||
}
|
||||
|
||||
// VORONOI
|
||||
|
||||
float v_index(vec2 uv) {
|
||||
return floor(uv.x) + floor(uv.y) * 45;
|
||||
return floor(uv.x) + floor(uv.y) * 45.;
|
||||
}
|
||||
|
||||
vec2 v_pos(float i, int seed, float time) {
|
||||
@@ -184,10 +184,10 @@ vec2 v_pos(float i, int seed, float time) {
|
||||
float iTimeV = time - iTimeId;
|
||||
|
||||
float x0 = rand(i + seed + iTimeId);
|
||||
float y0 = rand(i + seed + 10 + iTimeId);
|
||||
float y0 = rand(i + seed + 10. + iTimeId);
|
||||
|
||||
float x1 = rand(i + seed + iTimeId + 1);
|
||||
float y1 = rand(i + seed + 10 + 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))),
|
||||
@@ -196,12 +196,13 @@ vec2 v_pos(float i, int seed, float time) {
|
||||
}
|
||||
|
||||
vec4 voronoi(vec2 uv, float dist, int seed, float time) {
|
||||
vec4 o = vec4(0, 0, 2, 0);
|
||||
vec4 t = vec4(0, 0, 2, 0);
|
||||
vec4 o = vec4(0., 0., 2., 0.);
|
||||
vec4 t = vec4(0., 0., 2., 0.);
|
||||
float d, i;
|
||||
vec2 uv2, p;
|
||||
for (int dx = -1; dx <= 1; dx++) {
|
||||
for (int dy = -1; dy <= 1; dy++) {
|
||||
int dx, dy;
|
||||
for (dx = -1; dx <= 1; dx++) {
|
||||
for (dy = -1; dy <= 1; dy++) {
|
||||
uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy);
|
||||
i = v_index(uv2);
|
||||
p = uv2 + v_pos(i, seed, time) * dist;
|
||||
@@ -224,21 +225,21 @@ float circle(vec2 uv, vec2 c, float size) {
|
||||
}
|
||||
|
||||
float h_circle(vec2 uv, vec2 c, float size, float k) {
|
||||
return circle(uv, c, size + k * 0.5) - circle(uv, c, size - k * 0.5);
|
||||
return circle(uv, c, size + k * .5) - circle(uv, c, size - k * .5);
|
||||
}
|
||||
|
||||
float stripe(float x, float k1, float k2)
|
||||
{
|
||||
return k2 > k1 ? (1 - step(x, k1)) * (step(x, k2)) : ((1 - step(x, k2)) * (step(x, k1)));
|
||||
return k2 > k1 ? (1. - step(x, k1)) * (step(x, k2)) : ((1. - step(x, k2)) * (step(x, k1)));
|
||||
}
|
||||
|
||||
float capsule(vec2 uv, float r, float d, float a)
|
||||
{
|
||||
uv *= rot(a);
|
||||
float f1 = step(uv.x, r) * step(-uv.x, r) * step(uv.y, d - r) * step(-uv.y, d - r);
|
||||
float f2 = step(length(uv - vec2(0, d - r)), r);
|
||||
float f3 = step(length(uv + vec2(0, d - r)), r);
|
||||
return min(1, f1 + f2 + f3);
|
||||
float f2 = step(length(uv - vec2(0., d - r)), r);
|
||||
float f3 = step(length(uv + vec2(0., d - r)), r);
|
||||
return min(1., f1 + f2 + f3);
|
||||
}
|
||||
|
||||
float rect(vec2 uv, vec2 c, vec2 size) {
|
||||
@@ -247,7 +248,7 @@ float rect(vec2 uv, vec2 c, vec2 size) {
|
||||
}
|
||||
|
||||
float h_rect(vec2 uv, vec2 c, vec2 size, float k) {
|
||||
return rect(uv, c, size + k * 0.5) - rect(uv, c, size - k * 0.5);
|
||||
return rect(uv, c, size + k * .5) - rect(uv, c, size - k * .5);
|
||||
}
|
||||
|
||||
float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
|
||||
@@ -261,33 +262,27 @@ float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
|
||||
uv.y / p.y
|
||||
);
|
||||
|
||||
return step(k.x, thick * 0.5)
|
||||
* step(-k.x, thick * 0.5)
|
||||
* step(k.y, 1)
|
||||
* (1 - step(k.y, 0));
|
||||
return step(k.x, thick * .5)
|
||||
* step(-k.x, thick * .5)
|
||||
* step(k.y, 1.)
|
||||
* (1. - step(k.y, 0.));
|
||||
} else {
|
||||
k = vec2(
|
||||
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)
|
||||
* step(k.x, 1)
|
||||
* (1 - step(k.x, 0));
|
||||
return step(k.y, thick * .5)
|
||||
* step(-k.y, thick * .5)
|
||||
* step(k.x, 1.)
|
||||
* (1. - step(k.x, 0.));
|
||||
}
|
||||
}
|
||||
|
||||
const mat2x2 ISOMETRIC_MATRIX = {
|
||||
{
|
||||
0.5,
|
||||
1
|
||||
},
|
||||
{
|
||||
0.5,
|
||||
-1
|
||||
}
|
||||
};
|
||||
const mat2x2 ISOMETRIC_MATRIX = mat2x2(
|
||||
.5, 1.,
|
||||
.5, -1.
|
||||
);
|
||||
|
||||
vec2 iso(vec2 p) {
|
||||
return p * ISOMETRIC_MATRIX;
|
||||
@@ -308,14 +303,14 @@ 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);
|
||||
}
|
||||
|
||||
@@ -323,11 +318,11 @@ vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm)
|
||||
{
|
||||
int x, y;
|
||||
vec2 offset;
|
||||
vec4 sum = vec4(0);
|
||||
vec4 sum = vec4(0.);
|
||||
for (y = -1; y <= 1; ++y) {
|
||||
for (x = -1; x <= 1; ++x) {
|
||||
offset = vec2(x, y) * spm;
|
||||
if (abs(k[x + 1][y + 1]) > 0) {
|
||||
if (abs(k[x + 1][y + 1]) > 0.) {
|
||||
sum += k[x + 1][y + 1] * texture(tex, uv + offset);
|
||||
}
|
||||
}
|
||||
@@ -339,7 +334,7 @@ vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm)
|
||||
|
||||
float gaussian_weight(float x, float sigma)
|
||||
{
|
||||
return exp(-(x * x) / (2.0 * sigma * sigma));
|
||||
return exp(-(x * x) / (2. * sigma * sigma));
|
||||
}
|
||||
|
||||
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma, float bloom)
|
||||
@@ -347,8 +342,8 @@ vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma
|
||||
int x, y;
|
||||
vec2 offset;
|
||||
float w;
|
||||
vec4 sum = vec4(0);
|
||||
float weight_sum = 0;
|
||||
vec4 sum = vec4(0.);
|
||||
float weight_sum = 0.;
|
||||
for (y = -kernel_size; y <= kernel_size; ++y) {
|
||||
for (x = -kernel_size; x <= kernel_size; ++x) {
|
||||
offset = vec2(x, y) * spm;
|
||||
@@ -362,17 +357,17 @@ vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma
|
||||
|
||||
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma)
|
||||
{
|
||||
return gauss(tex, uv, kernel_size, spm, sigma, 1.0);
|
||||
return gauss(tex, uv, kernel_size, spm, sigma, 1.);
|
||||
}
|
||||
|
||||
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm)
|
||||
{
|
||||
return gauss(tex, uv, kernel_size, spm, 2.0);
|
||||
return gauss(tex, uv, kernel_size, spm, 2.);
|
||||
}
|
||||
|
||||
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size)
|
||||
{
|
||||
return gauss(tex, uv, kernel_size, 1 / max(iResolution.x, iResolution.y));
|
||||
return gauss(tex, uv, kernel_size, 1. / max(iResolution.x, iResolution.y));
|
||||
}
|
||||
|
||||
vec4 gauss(sampler2D tex, vec2 uv)
|
||||
@@ -383,23 +378,23 @@ vec4 gauss(sampler2D tex, vec2 uv)
|
||||
float dither(vec2 uv, float x)
|
||||
{
|
||||
bool o = false;
|
||||
o = o || x * 16 >= 1 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 0;
|
||||
o = o || x * 16 >= 2 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 2;
|
||||
o = o || x * 16 >= 3 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 2;
|
||||
o = o || x * 16 >= 4 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 0;
|
||||
o = o || x * 16 >= 5 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 1;
|
||||
o = o || x * 16 >= 6 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 3;
|
||||
o = o || x * 16 >= 7 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 3;
|
||||
o = o || x * 16 >= 8 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 1;
|
||||
o = o || x * 16 >= 9 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 0;
|
||||
o = o || x * 16 >= 10 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 2;
|
||||
o = o || x * 16 >= 11 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 2;
|
||||
o = o || x * 16 >= 12 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 0;
|
||||
o = o || x * 16 >= 13 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 1;
|
||||
o = o || x * 16 >= 14 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 3;
|
||||
o = o || x * 16 >= 15 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 3;
|
||||
o = o || x * 16 >= 16 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 1;
|
||||
return o ? 1 : 0;
|
||||
o = o || x * 16. >= 1. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 0.;
|
||||
o = o || x * 16. >= 2. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 2.;
|
||||
o = o || x * 16. >= 3. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 2.;
|
||||
o = o || x * 16. >= 4. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 0.;
|
||||
o = o || x * 16. >= 5. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 1.;
|
||||
o = o || x * 16. >= 6. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 3.;
|
||||
o = o || x * 16. >= 7. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 3.;
|
||||
o = o || x * 16. >= 8. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 1.;
|
||||
o = o || x * 16. >= 9. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 0.;
|
||||
o = o || x * 16. >= 10. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 2.;
|
||||
o = o || x * 16. >= 11. && floor(mod(uv.x, 4.)) == 1. && floor(mod(uv.y, 4.)) == 2.;
|
||||
o = o || x * 16. >= 12. && floor(mod(uv.x, 4.)) == 3. && floor(mod(uv.y, 4.)) == 0.;
|
||||
o = o || x * 16. >= 13. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 1.;
|
||||
o = o || x * 16. >= 14. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 3.;
|
||||
o = o || x * 16. >= 15. && floor(mod(uv.x, 4.)) == 0. && floor(mod(uv.y, 4.)) == 3.;
|
||||
o = o || x * 16. >= 16. && floor(mod(uv.x, 4.)) == 2. && floor(mod(uv.y, 4.)) == 1.;
|
||||
return o ? 1. : 0.;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+122
-123
@@ -1,19 +1,20 @@
|
||||
#include inc_res.glsl
|
||||
#include inc_magic.glsl
|
||||
#include inc_functions.glsl
|
||||
#include inc_cp437.glsl
|
||||
|
||||
#ifndef INC_FX
|
||||
#define INC_FX
|
||||
|
||||
vec4 fx_master(vec3 c0, vec3 c, int seed, vec3 m0) {
|
||||
float fx = magic(m0.xy, vec3(1,0,0), seed);
|
||||
bool invert = magic_trigger(vec3(m0.z, 0, 0), seed);
|
||||
float fx = magic(m0.xy, vec3(1., 0., 0.), seed);
|
||||
bool invert = magic_trigger(vec3(m0.z, 0., 0.), seed);
|
||||
|
||||
vec3 c_out = mix(c0, c, fx);
|
||||
|
||||
c_out = mix(c_out, 1 - c_out, invert ? 1 : 0);
|
||||
c_out = mix(c_out, 1. - c_out, invert ? 1. : 0.);
|
||||
|
||||
return vec4(c_out, 1.0);
|
||||
return vec4(c_out, 1.);
|
||||
}
|
||||
|
||||
subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0);
|
||||
@@ -29,29 +30,29 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
// controls
|
||||
|
||||
float hue = magic(f1, b1, seed + 10);
|
||||
float saturation = magic(f2, b2, seed + 20);
|
||||
float light = magic(f3, b3, seed + 30);
|
||||
float hue = magic(f1, b1, seed + 10.);
|
||||
float saturation = magic(f2, b2, seed + 20.);
|
||||
float light = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
vec3 c = c0;
|
||||
c = shift3(c, hue);
|
||||
c *= 1 + saturation;
|
||||
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
|
||||
c *= 1. + saturation;
|
||||
c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
|
||||
// FX 2 : feedback + shift
|
||||
vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||
subroutine(fx_stage_sub) vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||
{
|
||||
// start
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
@@ -64,7 +65,7 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2
|
||||
vec3 c0 = texture(src0, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(0.5, zoom));
|
||||
uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(.5, zoom));
|
||||
uv2 += vec2(x_shift * ratio, y_shift) * 2;
|
||||
vec3 c = reframe(src1, uv2).xyz;
|
||||
|
||||
@@ -115,28 +116,28 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float pixel_size = magic(f1, b1, seed + 10);
|
||||
float quantize = magic(f2, b2, seed + 20);
|
||||
bool quantize_trigger = magic_trigger(b2, seed + 20);
|
||||
float blur = magic(f3, b3, seed + 30);
|
||||
float pixel_size = magic(f1, b1, seed + 10.);
|
||||
float quantize = magic(f2, b2, seed + 20.);
|
||||
bool quantize_trigger = magic_trigger(b2, seed + 20.);
|
||||
float blur = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float pixel = (1 - pixel_size) * 250 + 25;
|
||||
float pixel = (1., - pixel_size) * 250. + 25.;
|
||||
uv2 = round(uv2 * pixel) / pixel;
|
||||
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
|
||||
float colors = (1 - quantize) * 10 + 1;
|
||||
vec3 c = gauss(previous, uv2 * vec2(1. / ratio, 1.) + .5, 3, .005 * blur).xyz;
|
||||
float colors = (1. - quantize) * 10. + 1.;
|
||||
if (quantize_trigger) {
|
||||
c = round(c * colors) / colors;
|
||||
}
|
||||
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * 0.1, 0), 5), 0.5));
|
||||
// c = mix(c, 1 - c, step(noise_f(uv0 * 10 + vec2(iTime * .1, 0), 5), .5));
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
@@ -148,7 +149,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
@@ -168,7 +169,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
if (pixel_size_trigger) {
|
||||
uv2 = floor(uv2 * k1) / k1;
|
||||
}
|
||||
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
|
||||
vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, .005 * blur).xyz;
|
||||
float k3 = pow(2, 5 - floor(quantize * 5));
|
||||
if (quantize_trigger) {
|
||||
c *= k3;
|
||||
@@ -190,26 +191,26 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float lens_v = magic(f1, b1, seed + 10);
|
||||
float horizontal_noise = magic(f2, b2, seed + 20);
|
||||
float zoom = magic(f3, b3, seed + 30);
|
||||
float lens_v = magic(f1, b1, seed + 10.);
|
||||
float horizontal_noise = magic(f2, b2, seed + 20.);
|
||||
float zoom = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = lens_v * 0.5;
|
||||
uv2 *= 1 + zoom * 2;
|
||||
float k1 = lens_v * .5;
|
||||
uv2 *= 1. + zoom * 2.;
|
||||
uv2 = lens(uv2, -k1, k1);
|
||||
float k = horizontal_noise;
|
||||
vec3 c = vec3(
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000 + iTime) - 0.5) * k * 0.1)).x,
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100 + iTime) - 0.5) * k * 0.1)).y,
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1000. + iTime) - .5) * k * .1)).x,
|
||||
reframe_b(previous, uv2 + vec2((rand(uv0.y * 1100. + iTime) - .5) * k * .1)).y,
|
||||
reframe_b(previous, uv2).z
|
||||
);
|
||||
|
||||
@@ -223,30 +224,28 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float axes = magic(f1, b1, seed + 10);
|
||||
float axes_trigger = magic_b(b1, seed + 10).x;
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float h_scroll = magic(f3, b3, seed + 30);
|
||||
float axes = magic(f1, b1, seed + 10.);
|
||||
float axes_trigger = magic_b(b1, seed + 10.).x;
|
||||
float rotation = magic(f2, b2, seed + 20.);
|
||||
float h_scroll = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 = mix(uv2, kal2(uv2 * rot(0.25), floor(axes * 9 + 1)) * vec2(1, -2) + vec2(0, -0.5), axes_trigger);
|
||||
uv2 = mix(uv2, kal2(uv2 * rot(.25), floor(axes * 9. + 1.)) * vec2(1., -2.) + vec2(0., -.5), axes_trigger);
|
||||
uv2 *= rot(rotation);
|
||||
uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio;
|
||||
uv2.x = (saw(uv2.x / ratio + .5 + h_scroll * 2.) - .5) * ratio;
|
||||
vec3 c = reframe(previous, uv2).xyz;
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
|
||||
#include inc_cp437.glsl
|
||||
|
||||
// FX 9 : cp437
|
||||
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||
{
|
||||
@@ -254,35 +253,35 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
||||
float char_delta = magic(f3, b3, seed + 30);
|
||||
float t = magic(seed + 40);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20.);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20.);
|
||||
float char_delta = magic(f3, b3, seed + 30.);
|
||||
float t = magic(seed + 40.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = 100 * (1 - zoom) + 10;
|
||||
float inv_k = 1 / k1;
|
||||
float k1 = 100. * (1. - zoom) + 10.;
|
||||
float inv_k = 1. / k1;
|
||||
uv2 = floor(uv2 * k1) * inv_k;
|
||||
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
|
||||
int start_char = charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
|
||||
ivec2 uv2i = ivec2(uv2 * k1);
|
||||
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
vec3 c = reframe(previous, uv2 + vec2(0, 0) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(1, 0) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(1, 1) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(0, 1) * inv_k * 0.125).xyz * 0.2
|
||||
+ reframe(previous, uv2 + vec2(0.5, 0.5) * inv_k * 0.125).xyz * 0.2;
|
||||
c = char(mod(uv1 * k1, 1), code) ? c : vec3(0);
|
||||
int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
vec3 c = reframe(previous, uv2 + vec2(0., 0.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(1., 0.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(1., 1.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(0., 1.) * inv_k * .125).xyz * .2
|
||||
+ reframe(previous, uv2 + vec2(.5, .5) * inv_k * .125).xyz * .2;
|
||||
c = char(mod(uv1 * k1, 1.), code) ? c : vec3(0.);
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
}
|
||||
@@ -294,22 +293,22 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float lens_v1 = magic(f1, b1, seed + 10);
|
||||
float lens_v2 = magic(f2, b2, seed + 20);
|
||||
float zoom = magic(f3, b3, seed + 30);
|
||||
float k = magic(seed + 40);
|
||||
float lens_v1 = magic(f1, b1, seed + 10.);
|
||||
float lens_v2 = magic(f2, b2, seed + 20.);
|
||||
float zoom = magic(f3, b3, seed + 30.);
|
||||
float k = magic(seed + 40.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= 1 + zoom * 2;
|
||||
uv2 = lens(uv2, -lens_v2 * 10, lens_v1 * 10);
|
||||
uv2 *= 1. + zoom * 2.;
|
||||
uv2 = lens(uv2, -lens_v2 * 10., lens_v1 * 10.);
|
||||
vec3 c = reframe(previous, uv2).xyz;
|
||||
|
||||
return fx_master(c0, c, seed, m0);
|
||||
@@ -322,13 +321,13 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float wall1 = magic(f1, b1, seed + 10);
|
||||
float wall2 = magic(f2, b2, seed + 20);
|
||||
float angle = magic(f3, b3, seed + 30);
|
||||
float wall1 = magic(f1, b1, seed + 10.);
|
||||
float wall2 = magic(f2, b2, seed + 20.);
|
||||
float angle = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -336,8 +335,8 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= rot(angle);
|
||||
uv2.y = min(uv2.y, 1 - wall1);
|
||||
uv2.y = -min(-uv2.y, 1 - wall2);
|
||||
uv2.y = min(uv2.y, 1. - wall1);
|
||||
uv2.y = -min(-uv2.y, 1. - wall2);
|
||||
uv2 *= rot(-angle);
|
||||
vec3 c = reframe(previous, uv2).xyz;
|
||||
|
||||
@@ -351,33 +350,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - 0.5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float pixel_size = magic(f1, b1, seed + 10);
|
||||
bool pixel_size_trigger = magic_trigger(b1, seed + 10);
|
||||
f2 = magic_f(f2, b2, seed + 20);
|
||||
int rule = int(f2.x * 12);
|
||||
float threshold = f2.y * 0.9 + 0.05;
|
||||
float fb = magic(f3, b3, seed + 30);
|
||||
float pixel_size = magic(f1, b1, seed + 10.);
|
||||
bool pixel_size_trigger = magic_trigger(b1, seed + 10.);
|
||||
f2 = magic_f(f2, b2, seed + 20.);
|
||||
int rule = int(f2.x * 12.);
|
||||
float threshold = f2.y * .9 + .05;
|
||||
float fb = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = pow(2, 9 - floor(pixel_size * 5));
|
||||
float p = 1 / k1;
|
||||
float k1 = pow(2., 9. - floor(pixel_size * 5.));
|
||||
float p = 1. / k1;
|
||||
uv2 = round(uv2 * k1) / k1;
|
||||
vec3 c1 = mix(
|
||||
reframe(previous, uv2 + vec2(0.5, 0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(0.5, 0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(.5, .5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(.5, .5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c2 = mix(
|
||||
reframe(previous, uv2 + vec2(1.5, 0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(1.5, 0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(1.5, .5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(1.5, .5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c3 = mix(
|
||||
@@ -386,33 +385,33 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
fb
|
||||
);
|
||||
vec3 c4 = mix(
|
||||
reframe(previous, uv2 + vec2(0.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(0.5, 1.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(.5, 1.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c5 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, 1.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, 1.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, 1.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c6 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, 0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, 0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, .5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, .5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c7 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c8 = mix(
|
||||
reframe(previous, uv2 + vec2(0.5, -0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(0.5, -0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(.5, -.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(.5, -.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
vec3 c9 = mix(
|
||||
reframe(previous, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-0.5, -0.5) * p).xyz,
|
||||
reframe(previous, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
reframe(feedback, uv2 + vec2(-.5, -.5) * p).xyz,
|
||||
fb
|
||||
);
|
||||
bool alive = mean(c1) >= threshold;
|
||||
@@ -453,7 +452,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
alive = n >= 6 || !alive && n == 4 || alive && (n == 3 || n == 5);
|
||||
}
|
||||
|
||||
vec3 cout = vec3(alive ? 1 : 0);
|
||||
vec3 cout = vec3(alive ? 1. : 0.);
|
||||
|
||||
return fx_master(c0, cout, seed, m0);
|
||||
}
|
||||
@@ -465,20 +464,20 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float sx = magic(f1, b1, seed + 10) * 2;
|
||||
float sy = magic(f2, b2, seed + 20) * 2;
|
||||
float disp = 0.005 * magic(f3, b3, seed + 30);
|
||||
float sx = magic(f1, b1, seed + 10.) * 2.;
|
||||
float sy = magic(f2, b2, seed + 20.) * 2.;
|
||||
float disp = .005 * magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec3 c0 = texture(previous, uv0).xyz;
|
||||
|
||||
const mat3x3 sobelx = {{-1, -2, -1}, {0, 0, 0}, {1, 2, 1}};
|
||||
const mat3x3 sobely = {{-1, 0, 1}, {-2, 0, 2}, {-1, 0, 1}};
|
||||
const mat3x3 sobelx = mat3x3(-1., -2., -1., 0., 0., 0., 1., 2., 1.);
|
||||
const mat3x3 sobely = mat3x3(-1., 0., 1., -2., 0., 2., -1., 0., 1.);
|
||||
|
||||
mat3x3 sobel = sobelx * sx + sobely * sy;
|
||||
|
||||
@@ -494,13 +493,13 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
vec2 uv0 = vUV.st;
|
||||
float ratio = iResolution.x / iResolution.y;
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 1 + magic(f1, b1, seed + 10) * 9;
|
||||
float h_scroll = magic(f2, b2, seed + 20);
|
||||
float angle = magic(f3, b3, seed + 30);
|
||||
float zoom = 1 + magic(f1, b1, seed + 10.) * 9.;
|
||||
float h_scroll = magic(f2, b2, seed + 20.);
|
||||
float angle = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -512,11 +511,11 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
|
||||
uv3 *= rot(angle);
|
||||
|
||||
uv3 += vec2(h_scroll, 0);
|
||||
uv3 += vec2(h_scroll, 0.);
|
||||
|
||||
uv3 *= round(zoom);
|
||||
|
||||
vec2 umax = vec2(round(zoom), 300);
|
||||
vec2 umax = vec2(round(zoom), 300.);
|
||||
|
||||
vec3 c = reframe(previous, mod(uv3, umax)).xyz;
|
||||
|
||||
@@ -526,33 +525,33 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
|
||||
// FX 15 : Random
|
||||
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
|
||||
{
|
||||
int fx = int(randTime(seed + 100) * 14);
|
||||
int fx = int(randTime(seed + 100.) * 14.) + 1;
|
||||
|
||||
if (fx == 0) {
|
||||
if (fx == 1) {
|
||||
return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 1) {
|
||||
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 2) {
|
||||
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 3) {
|
||||
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 4) {
|
||||
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 5) {
|
||||
return fx_6(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 6) {
|
||||
return fx_7(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_6(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 7) {
|
||||
return fx_8(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_7(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 8) {
|
||||
return fx_9(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_8(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 9) {
|
||||
return fx_10(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_9(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 10) {
|
||||
return fx_11(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_10(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 11) {
|
||||
return fx_12(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
return fx_11(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 12) {
|
||||
return fx_12(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else if (fx == 13) {
|
||||
return fx_13(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
} else {
|
||||
return fx_14(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
|
||||
|
||||
+26
-26
@@ -3,75 +3,75 @@
|
||||
#ifndef INC_MAGIC
|
||||
#define INC_MAGIC
|
||||
|
||||
vec2 magic_f(vec2 F, vec3 B, float i)
|
||||
vec2 magic_f(vec2 f, vec3 b, float i)
|
||||
{
|
||||
return vec2(
|
||||
mix(F.x, randTime(i + 1), min(1, B.z)),
|
||||
mix(F.y, randTime(i + 2), min(1, B.z))
|
||||
mix(f.x, randTime(i + 1.), min(1., b.z)),
|
||||
mix(f.y, randTime(i + 2.), min(1., b.z))
|
||||
);
|
||||
}
|
||||
|
||||
vec2 magic_f(float i)
|
||||
{
|
||||
return magic_f(vec2(0), vec3(0, 0, 1), i);
|
||||
return magic_f(vec2(0.), vec3(0., 0., 1.), i);
|
||||
}
|
||||
|
||||
vec3 magic_b(vec3 B, float i)
|
||||
vec3 magic_b(vec3 b, float i)
|
||||
{
|
||||
return vec3(
|
||||
mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z)),
|
||||
mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z)),
|
||||
min(1, B.z)
|
||||
mix(b.x, step(.2, randTime(i + 3.)), min(1., b.z)),
|
||||
mix(b.y, step(.5, randTime(i + 4.)), min(1., b.z)),
|
||||
min(1., b.z)
|
||||
);
|
||||
}
|
||||
|
||||
vec3 magic_b(float i)
|
||||
{
|
||||
return magic_b(vec3(0, 0, 1), i);
|
||||
return magic_b(vec3(0., 0., 1.), i);
|
||||
}
|
||||
|
||||
bool magic_trigger(vec3 B, float i)
|
||||
bool magic_trigger(vec3 b, float i)
|
||||
{
|
||||
return magic_b(B, i).x > 0;
|
||||
return magic_b(b, i).x > 0.;
|
||||
}
|
||||
|
||||
bool magic_trigger(float i)
|
||||
{
|
||||
return magic_b(i).x > 0;
|
||||
return magic_b(i).x > 0.;
|
||||
}
|
||||
|
||||
float magic(vec2 F, vec3 B, float i)
|
||||
float magic(vec2 f, vec3 b, float i)
|
||||
{
|
||||
vec2 f = magic_f(F, B, i);
|
||||
vec3 b = magic_b(B, i);
|
||||
vec2 mf = magic_f(f, b, i);
|
||||
vec3 mb = magic_b(b, i);
|
||||
|
||||
return mix(0, f.x * mix(1 - modTime(f.y), cosTime(f.y) * 0.5 + 0.5, b.y), b.x);
|
||||
return mix(0., mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y), mb.x);
|
||||
}
|
||||
|
||||
float fmagic(vec2 F, vec3 B, float i)
|
||||
float fmagic(vec2 f, vec3 b, float i)
|
||||
{
|
||||
vec2 f = magic_f(F, B, i);
|
||||
vec3 b = magic_b(B, i);
|
||||
vec2 mf = magic_f(f, b, i);
|
||||
vec3 mb = magic_b(b, i);
|
||||
|
||||
return f.x * mix(1 - modTime(f.y), cosTime(f.y) * 0.5 + 0.5, b.y);
|
||||
return mf.x * mix(1. - modTime(mf.y), cosTime(mf.y) * .5 + .5, mb.y);
|
||||
}
|
||||
|
||||
float magic(float i)
|
||||
{
|
||||
return magic(vec2(0), vec3(0, 0, 1), i);
|
||||
return magic(vec2(0.), vec3(0., 0., 1.), i);
|
||||
}
|
||||
|
||||
float magic_reverse(vec2 F, vec3 B, float i)
|
||||
float magic_reverse(vec2 f, vec3 b, float i)
|
||||
{
|
||||
vec2 f = magic_f(F, B, i);
|
||||
vec3 b = magic_b(B, i);
|
||||
vec2 mf = magic_f(f, b, i);
|
||||
vec3 mb = magic_b(b, i);
|
||||
|
||||
return mix(0, f.x * mix(1 - modTime(f.y), modTime(f.y), b.y), b.x);
|
||||
return mix(0., mf.x * mix(1. - modTime(mf.y), modTime(mf.y), mb.y), mb.x);
|
||||
}
|
||||
|
||||
float magic_reverse(float i)
|
||||
{
|
||||
return magic_reverse(vec2(0), vec3(0, 0, 1), i);
|
||||
return magic_reverse(vec2(0.), vec3(0., 0., 1.), i);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -6,7 +6,7 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
|
||||
float k2 = (p3.y - p1.y) / (p2.y - p3.y);
|
||||
float a = (p4.x - p3.x + k1 * p3.x - k1 * p2.x) / (p1.x - p3.x - k2 * p3.x + k2 * p2.x);
|
||||
float b = k1 + a * k2;
|
||||
float c = 1 - a - b;
|
||||
float c = 1. - a - b;
|
||||
// https://math.stackexchange.com/questions/296794/finding-the-transform-matrix-from-4-projected-points-with-javascript/339033#339033
|
||||
mat3 projection_a = mat3(
|
||||
a * p1.x, a * p1.y, a,
|
||||
@@ -15,16 +15,16 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
|
||||
);
|
||||
mat3 projection_a_prime = inverse(projection_a);
|
||||
mat3 projection_b = mat3(
|
||||
0, 0, -1,
|
||||
1, 0, 1,
|
||||
0, 1, 1
|
||||
0., 0., -1.,
|
||||
1., 0., 1.,
|
||||
0., 1., 1.
|
||||
);
|
||||
vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1);
|
||||
vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1.);
|
||||
return tmp.xy / tmp.z;
|
||||
}
|
||||
|
||||
float base_mask(vec2 uv) {
|
||||
return step(0, uv.x) * step(-1, -uv.x) * step(0, uv.y) * step(-1, -uv.y);
|
||||
return step(0., uv.x) * step(-1., -uv.x) * step(0., uv.y) * step(-1., -uv.y);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,13 +2,13 @@
|
||||
#define INC_RAND
|
||||
|
||||
float rand(float seed){
|
||||
float v=pow(abs(seed),6./7.);
|
||||
v*=sin(v)+1.;
|
||||
float v = pow(abs(seed), .8571429); // 6. / 7.
|
||||
v *= sin(v) + 1.;
|
||||
return fract(v);
|
||||
}
|
||||
|
||||
float rand(vec2 n){
|
||||
return rand(n.x * 1234 + n.y * 9876);
|
||||
return rand(n.x * 1234. + n.y * 9876.);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+23
-22
@@ -2,28 +2,29 @@
|
||||
#define INC_SENTENCES
|
||||
|
||||
#define SENTENCE_COUNT 17
|
||||
#define SENTENCE_MAX_LENGTH 20
|
||||
|
||||
const int sentences[SENTENCE_COUNT][20] = {
|
||||
{0x66, 0x6F, 0x72, 0x67, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x46, 0x4F, 0x52, 0x47, 0x45, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x46, 0x2E, 0x4F, 0x2E, 0x52, 0x2E, 0x47, 0x2E, 0x45, 0x2E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x46, 0x75, 0x73, 0x69, 0x6F, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x4F, 0x66, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x52, 0x65, 0x61, 0x6C, 0x2D, 0x74, 0x69, 0x6D, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x47, 0x65, 0x6E, 0x65, 0x72, 0x61, 0x74, 0x69, 0x76, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x45, 0x66, 0x66, 0x65, 0x63, 0x74, 0x73, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x45, 0x76, 0x65, 0x72, 0x79, 0x74, 0x68, 0x69, 0x6E, 0x67, 0x20, 0x79, 0x6F, 0x75, 0x20, 0x73, 0x65, 0x65, 0x00, 0x00},
|
||||
{0x50, 0x69, 0x78, 0x65, 0x6C, 0x20, 0x62, 0x79, 0x20, 0x70, 0x69, 0x78, 0x65, 0x6C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x4C, 0x69, 0x76, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x47, 0x65, 0x6E, 0x65, 0x72, 0x61, 0x74, 0x65, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x43, 0x6F, 0x6E, 0x74, 0x72, 0x6F, 0x6C, 0x6C, 0x65, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0xE3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x4B, 0x6C, 0x65, 0xE3, 0x65, 0x6B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x43, 0x6F, 0x64, 0x65, 0x20, 0x61, 0x73, 0x20, 0x61, 0x72, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x41, 0x72, 0x74, 0x20, 0x61, 0x73, 0x20, 0x63, 0x6F, 0x64, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
};
|
||||
const int sentences[] = int[SENTENCE_COUNT * SENTENCE_MAX_LENGTH](
|
||||
0x66, 0x6F, 0x72, 0x67, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x46, 0x4F, 0x52, 0x47, 0x45, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x46, 0x2E, 0x4F, 0x2E, 0x52, 0x2E, 0x47, 0x2E, 0x45, 0x2E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x46, 0x75, 0x73, 0x69, 0x6F, 0x6E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x4F, 0x66, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x52, 0x65, 0x61, 0x6C, 0x2D, 0x74, 0x69, 0x6D, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x47, 0x65, 0x6E, 0x65, 0x72, 0x61, 0x74, 0x69, 0x76, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x45, 0x66, 0x66, 0x65, 0x63, 0x74, 0x73, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x45, 0x76, 0x65, 0x72, 0x79, 0x74, 0x68, 0x69, 0x6E, 0x67, 0x20, 0x79, 0x6F, 0x75, 0x20, 0x73, 0x65, 0x65, 0x00, 0x00,
|
||||
0x50, 0x69, 0x78, 0x65, 0x6C, 0x20, 0x62, 0x79, 0x20, 0x70, 0x69, 0x78, 0x65, 0x6C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x4C, 0x69, 0x76, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x47, 0x65, 0x6E, 0x65, 0x72, 0x61, 0x74, 0x65, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x43, 0x6F, 0x6E, 0x74, 0x72, 0x6F, 0x6C, 0x6C, 0x65, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xE3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x4B, 0x6C, 0x65, 0xE3, 0x65, 0x6B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x43, 0x6F, 0x64, 0x65, 0x20, 0x61, 0x73, 0x20, 0x61, 0x72, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x41, 0x72, 0x74, 0x20, 0x61, 0x73, 0x20, 0x63, 0x6F, 0x64, 0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
|
||||
);
|
||||
|
||||
const int lengths[SENTENCE_COUNT] = {
|
||||
const int lengths[] = int[SENTENCE_COUNT](
|
||||
5, 5, 10, 6, 2, 9, 10, 7, 18, 14, 4, 9, 10, 1, 6, 11, 11
|
||||
};
|
||||
#endif
|
||||
);
|
||||
#endif
|
||||
+160
-292
@@ -1,6 +1,7 @@
|
||||
#include inc_res.glsl
|
||||
#include inc_magic.glsl
|
||||
#include inc_functions.glsl
|
||||
#include inc_cp437.glsl
|
||||
|
||||
#ifndef INC_SRC
|
||||
#define INC_SRC
|
||||
@@ -13,6 +14,8 @@ uniform sampler2D iTex4;
|
||||
|
||||
subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
|
||||
|
||||
subroutine uniform src_stage_sub src_stage;
|
||||
|
||||
vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
// start
|
||||
@@ -21,9 +24,9 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
|
||||
|
||||
// controls
|
||||
|
||||
float hue = magic(f1, b1, seed + 10);
|
||||
float saturation = magic(f2, b2, seed + 20);
|
||||
float light = magic(f3, b3, seed + 30);
|
||||
float hue = magic(f1, b1, seed + 10.);
|
||||
float saturation = magic(f2, b2, seed + 20.);
|
||||
float light = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -31,8 +34,8 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
|
||||
|
||||
c = shift3(c, hue);
|
||||
|
||||
c *= 1 + saturation;
|
||||
c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
|
||||
c *= 1. + saturation;
|
||||
c = mix(c + light * 2., c - (1. - light) * 2., step(.5, light));
|
||||
|
||||
// output
|
||||
|
||||
@@ -40,259 +43,128 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
|
||||
}
|
||||
|
||||
// SRC 1: feedback + thru
|
||||
subroutine ( src_stage_sub ) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
|
||||
}
|
||||
|
||||
// SRC 2 : lines
|
||||
subroutine ( src_stage_sub ) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_2(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float thickness = magic(f1, b1, seed + 10);
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float distort = magic(f3, b3, seed + 30);
|
||||
float thickness = magic(f1, b1, seed + 10.);
|
||||
float rotation = magic(f2, b2, seed + 20.);
|
||||
float distort = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2.y *= cos(uv2.x * 5 * distort);
|
||||
uv2 *= rot(rotation + iBeats / 16);
|
||||
float k = thickness * 2;
|
||||
uv2.y = cmod(uv2.y, k * 2 + 0.1);
|
||||
float f = istep(k * 0.125 + 0.05, uv2.y) * istep(k * 0.125 + 0.01, -uv2.y);
|
||||
uv2.y *= cos(uv2.x * 5. * distort);
|
||||
uv2 *= rot(rotation + iBeats * .0625);
|
||||
float k = thickness * 2.;
|
||||
uv2.y = cmod(uv2.y, k * 2. + .1);
|
||||
float f = istep(k * .125 + .05, uv2.y) * istep(k * .125 + .01, -uv2.y);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 3 : dots
|
||||
subroutine ( src_stage_sub ) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_3(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
float rotation = magic(f2, b2, seed + 20);
|
||||
float lens_v = magic(f3, b3, seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
float rotation = magic(f2, b2, seed + 20.);
|
||||
float lens_v = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
float k1 = lens_v * 5;
|
||||
float k1 = lens_v * 5.;
|
||||
uv2 = lens(uv2, -k1, k1);
|
||||
uv2 = kal(uv2, 5);
|
||||
uv2 *= rot(rotation + iBeats / 16);
|
||||
float k = zoom * 0.1 + 0.05;
|
||||
uv2 = cmod(uv2, k * 2);
|
||||
float f = istep(k / (1 + length(uv1) * 2), length(uv2));
|
||||
uv2 = kal(uv2, 5.);
|
||||
uv2 *= rot(rotation + iBeats * .0625);
|
||||
float k = zoom * .1 + .05;
|
||||
uv2 = cmod(uv2, k * 2.);
|
||||
float f = istep(k / (1. + length(uv1) * 2.), length(uv2));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// // 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)
|
||||
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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 2 + magic(f1, b1, seed + 10) * 20;
|
||||
float details = 5 * magic(f2, b2, seed + 20);
|
||||
float delta = magic(f3, b3, seed + 30);
|
||||
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 *= zoom;
|
||||
|
||||
vec4 data = voronoi(uv1, 1, seed + 40, iBeats * 0.25);
|
||||
vec4 data = voronoi(uv1, 1., seed + 40, iBeats * .25);
|
||||
|
||||
float f = ease(data.x) + ease(data.y);
|
||||
|
||||
f = saw(f * (1 + data.x * details) - delta * 2.0);
|
||||
f = saw(f * (1. + data.x * details) - delta * 2.);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 5 : noise
|
||||
subroutine ( src_stage_sub ) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_5(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
float voronoi_distort = magic(f2, b2, seed + 20);
|
||||
float details = magic(f3, b3, seed + 30);
|
||||
float noise_factor = magic(seed + 40);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
float voronoi_distort = magic(f2, b2, seed + 20.);
|
||||
float details = magic(f3, b3, seed + 30.);
|
||||
float noise_factor = magic(seed + 40.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= zoom * 20 + 3;
|
||||
uv2 *= zoom * 20. + 3.;
|
||||
uv2.x += iBeats;
|
||||
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);
|
||||
f *= mix(1, noise_f(uv2, nf - 1), step(0.0, float(nf)));
|
||||
f = sin(f * PI * (details * 20.)) * .5 + 1.;
|
||||
int nf = int(noise_factor * 6.);
|
||||
f *= mix(1., noise_f(uv2, nf - 1), step(.0, float(nf)));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 6 : video in 1 + thru
|
||||
subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
if (iDemo > 0) {
|
||||
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
@@ -301,123 +173,119 @@ subroutine ( src_stage_sub ) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, ve
|
||||
return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
|
||||
}
|
||||
|
||||
#include inc_cp437.glsl
|
||||
|
||||
// SRC 7 : cp437
|
||||
subroutine ( src_stage_sub ) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_7(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20);
|
||||
float char_delta = magic(f3, b3, seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
vec2 charset = magic_f(f2, b2, seed + 20.);
|
||||
vec3 charset_ctrl = magic_b(b2, seed + 20.);
|
||||
float char_delta = magic(f3, b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= zoom * 20 + 3;
|
||||
uv2 *= zoom * 20. + 3.;
|
||||
uv2 += iBeats;
|
||||
uv2 = mod(uv2, 100) + 100;
|
||||
int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
|
||||
uv2 = mod(uv2, 100.) + 100.;
|
||||
int start_char = charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
|
||||
int char_span = int((charset_ctrl.x > 0. ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
|
||||
char_span = int(char_span * max(1. - charset.y, 1. / (char_span * .75)));
|
||||
ivec2 uv2i = ivec2(uv2);
|
||||
int code = ((charset_ctrl.y < 1 || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
uv2 = mod(uv2, 1);
|
||||
float f = char(uv2, code) ? 1 : 0;
|
||||
int code = ((charset_ctrl.y < 1. || (uv2i.x % 2 ^ uv2i.y % 2) > 0) ? 1 : 0) * (start_char + int((rand(uv2i) + char_delta) * char_span) % char_span);
|
||||
uv2 = mod(uv2, 1.);
|
||||
float f = char(uv2, code) ? 1. : 0.;
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 8 : sentences
|
||||
|
||||
#include inc_sentences.glsl
|
||||
|
||||
subroutine ( src_stage_sub ) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_8(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = magic(f1, b1, seed + 10);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20);
|
||||
float h_delta = magic(f3, b3, seed + 30);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30);
|
||||
float zoom = magic(f1, b1, seed + 10.);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20.);
|
||||
float h_delta = magic(f3, b3, seed + 30.);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2 *= (1 + zoom) * 12;
|
||||
uv2.y += 0.5;
|
||||
uv2 *= (1. + zoom) * 12.;
|
||||
uv2.y += .5;
|
||||
int s = int(sentence * (SENTENCE_COUNT - 1));
|
||||
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
|
||||
uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
|
||||
float f = write_20(uv2, vec2(-float(lengths[s]) * 0.5, 0), sentences[s]);
|
||||
uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
|
||||
uv2.y = mix(uv2.y, mod(uv2.y, 1.), h_delta_b.x);
|
||||
float f = write_sentence(uv2, vec2(-float(lengths[s]) * .5, 0.), s);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 9 : sentences repeat
|
||||
subroutine ( src_stage_sub ) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_9(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float h_shift = magic(f1, b1, seed + 10);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20);
|
||||
float h_delta = magic(f3, b3, seed + 30);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30);
|
||||
float h_shift = magic(f1, b1, seed + 10.);
|
||||
float sentence = magic_reverse(f2, b2, seed + 20.);
|
||||
float h_delta = magic(f3, b3, seed + 30.);
|
||||
vec3 h_delta_b = magic_b(b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
uv2.x += h_shift;
|
||||
uv2 *= 15;
|
||||
uv2.y += 0.5;
|
||||
uv2 *= 15.;
|
||||
uv2.y += .5;
|
||||
int s = int(sentence * (SENTENCE_COUNT - 1));
|
||||
float slen = float(lengths[s]);
|
||||
uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
|
||||
uv2.x = cmod(uv2.x, slen + 1);
|
||||
uv2.x += floor(uv2.y) * (h_delta - .5) * 2.;
|
||||
uv2.x = cmod(uv2.x, slen + 1.);
|
||||
vec2 uv3 = uv2;
|
||||
uv3.y = mix(uv3.y, mod(uv3.y, 1), h_delta_b.x);
|
||||
float f = write_20(uv3, vec2(-slen * 0.5, 0), sentences[s]);
|
||||
uv3.y = mix(uv3.y, mod(uv3.y, 1.), h_delta_b.x);
|
||||
float f = write_sentence(uv3, vec2(-slen * .5, 0.), s);
|
||||
|
||||
f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125));
|
||||
f *= (1. - abs(floor(uv2.y) * .125)) * (1. - abs(floor(uv2.y) * .125));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 10 : isometric grid
|
||||
subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_10(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
|
||||
float h_scroll = magic(f2, b2, seed + 20);
|
||||
float max_elevation = magic(f3, b3, seed + 30) * 0.5;
|
||||
float thick = 0.1;
|
||||
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
|
||||
float h_scroll = magic(f2, b2, seed + 20.);
|
||||
float max_elevation = magic(f3, b3, seed + 30.) * .5;
|
||||
float thick = .1;
|
||||
|
||||
// logic
|
||||
|
||||
@@ -425,38 +293,38 @@ subroutine ( src_stage_sub ) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
|
||||
vec2 uv3 = iso(uv2);
|
||||
|
||||
uv3 += vec2(h_scroll, 0);
|
||||
uv3 += vec2(h_scroll, 0.);
|
||||
|
||||
uv3 *= round(zoom);
|
||||
|
||||
vec2 umax = vec2(round(zoom), 300);
|
||||
vec2 umax = vec2(round(zoom), 300.);
|
||||
|
||||
vec2 u0 = mod(floor(uv3), umax);
|
||||
vec2 u1 = mod(floor(uv3 + vec2(1, 0)), umax);
|
||||
vec2 u2 = mod(floor(uv3 + vec2(0, 1)), umax);
|
||||
vec2 u3 = mod(floor(uv3 + vec2(-1, 0)), umax);
|
||||
vec2 u4 = mod(floor(uv3 + vec2(0, -1)), umax);
|
||||
vec2 u1 = mod(floor(uv3 + vec2(1., 0.)), umax);
|
||||
vec2 u2 = mod(floor(uv3 + vec2(0., 1.)), umax);
|
||||
vec2 u3 = mod(floor(uv3 + vec2(-1., 0.)), umax);
|
||||
vec2 u4 = mod(floor(uv3 + vec2(0., -1.)), umax);
|
||||
|
||||
float e0 = (rand(floor(u0)) * 2 - 1) * max_elevation;
|
||||
float e1 = (rand(floor(u1)) * 2 - 1) * max_elevation;
|
||||
float e2 = (rand(floor(u2)) * 2 - 1) * max_elevation;
|
||||
float e3 = (rand(floor(u3)) * 2 - 1) * max_elevation;
|
||||
float e4 = (rand(floor(u4)) * 2 - 1) * max_elevation;
|
||||
float e0 = (rand(floor(u0)) * 2. - 1.) * max_elevation;
|
||||
float e1 = (rand(floor(u1)) * 2. - 1.) * max_elevation;
|
||||
float e2 = (rand(floor(u2)) * 2. - 1.) * max_elevation;
|
||||
float e3 = (rand(floor(u3)) * 2. - 1.) * max_elevation;
|
||||
float e4 = (rand(floor(u4)) * 2. - 1.) * max_elevation;
|
||||
|
||||
uv3 = mod(uv3, 1.0) - 0.5;
|
||||
uv3 = mod(uv3, 1.) - .5;
|
||||
|
||||
float f = 0;
|
||||
float f = 0.;
|
||||
|
||||
f = line(uv3, vec2(0, 0) - iso_z(e0), vec2(1, 0) - iso_z(e1), thick)
|
||||
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
|
||||
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
|
||||
+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
|
||||
f = line(uv3, vec2(0., 0.) - iso_z(e0), vec2(1., 0.) - iso_z(e1), thick)
|
||||
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., 1.) - iso_z(e2), thick)
|
||||
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(-1., 0.) - iso_z(e3), thick)
|
||||
+ line(uv3, vec2(0., 0.) - iso_z(e0), vec2(0., -1.) - iso_z(e4), thick);
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 11 : video in 2 + thru
|
||||
subroutine ( src_stage_sub ) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
if (iDemo > 0) {
|
||||
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
@@ -466,62 +334,62 @@ subroutine ( src_stage_sub ) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
}
|
||||
|
||||
// SRC 12 : Scales
|
||||
subroutine ( src_stage_sub ) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_12(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
|
||||
float shape = magic(f2, b2, seed + 20);
|
||||
float repeat = 1 + magic(f3, b3, seed + 30) * 10;
|
||||
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
|
||||
float shape = magic(f2, b2, seed + 20.);
|
||||
float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
|
||||
|
||||
// logic
|
||||
|
||||
float f = 0;
|
||||
float f = 0.;
|
||||
|
||||
vec2 uv2 = uv1;
|
||||
|
||||
uv2 *= zoom;
|
||||
|
||||
uv2 = mod(uv2, 4);
|
||||
uv2 = mod(uv2, 4.);
|
||||
|
||||
vec2 uv3 = uv2;
|
||||
|
||||
uv3.y = mix(uv3.y, -uv3.y, step(2, uv2.x) * step(2, uv2.y));
|
||||
uv3.y = mix(uv3.y, -uv3.y, istep(2, uv2.x) * istep(2, uv2.y));
|
||||
uv3.y = mix(uv3.y, -uv3.y, step(2., uv2.x) * step(2., uv2.y));
|
||||
uv3.y = mix(uv3.y, -uv3.y, istep(2., uv2.x) * istep(2., uv2.y));
|
||||
|
||||
uv3.y = -uv3.y;
|
||||
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.x) * step(1, uv2.x));
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.y) * step(1, uv2.y));
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.x) * step(1., uv2.x));
|
||||
uv3.x = mix(-uv3.x, uv3.x, istep(3., uv2.y) * step(1., uv2.y));
|
||||
|
||||
f = istep(0.5, saw((length(mod(uv3, 1)) + shape + 0.5) * repeat));
|
||||
f = istep(.5, saw((length(mod(uv3, 1.)) + shape + .5) * repeat));
|
||||
|
||||
f = mix(1 - f, f, istep(1, abs(uv2.y - 2)) * istep(2, uv2.x));
|
||||
f = mix(1 - f, f, step(1, abs(uv2.y - 2)) * step(2, uv2.x));
|
||||
f = mix(1. - f, f, istep(1., abs(uv2.y - 2.)) * istep(2., uv2.x));
|
||||
f = mix(1. - f, f, step(1., abs(uv2.y - 2.)) * step(2., uv2.x));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 13 : Credenza
|
||||
subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_13(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float zoom = 5 + magic(f1, b1, seed + 10) * 15;
|
||||
float shape = 0.1 + magic(f2, b2, seed + 20) * 0.9;
|
||||
float repeat = 1 + magic(f3, b3, seed + 30) * 10;
|
||||
float zoom = 5. + magic(f1, b1, seed + 10.) * 15.;
|
||||
float shape = .1 + magic(f2, b2, seed + 20.) * .9;
|
||||
float repeat = 1. + magic(f3, b3, seed + 30.) * 10.;
|
||||
|
||||
// logic
|
||||
|
||||
@@ -529,33 +397,33 @@ subroutine ( src_stage_sub ) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
|
||||
uv2 *= zoom;
|
||||
|
||||
uv2 = mod(uv2, 2);
|
||||
uv2 = mod(uv2, 2.);
|
||||
|
||||
uv2 = abs(uv2 - 1);
|
||||
uv2 = abs(uv2 - 1.);
|
||||
|
||||
float f = istep(1, length(uv2)) * istep(1, length(1 - uv2));
|
||||
float f = istep(1., length(uv2)) * istep(1., length(1. - uv2));
|
||||
|
||||
f *= istep(0.5, saw((length(uv2) + shape + 0.5) * repeat)) * istep(0.5, saw((length(1 - uv2) + shape + 0.5) * repeat));
|
||||
f *= istep(.5, saw((length(uv2) + shape + .5) * repeat)) * istep(.5, saw((length(1. - uv2) + shape + .5) * repeat));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 14 : Cursor
|
||||
subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_14(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);
|
||||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1.);
|
||||
|
||||
// controls
|
||||
|
||||
float size = magic(f1, b1, seed + 10) * 2 + 0.1;
|
||||
float dx = (fmagic(f2, b2, seed + 20) * (1 - size * 0.06) - 0.5) * ratio;
|
||||
bool flip_x = magic_trigger(b2, seed + 20);
|
||||
float dy = fmagic(f3, b3, seed + 30) * (1 - size * 0.17) - 0.5;
|
||||
bool flip_y = magic_trigger(b3, seed + 30);
|
||||
float size = magic(f1, b1, seed + 10.) * 2. + .1;
|
||||
float dx = (fmagic(f2, b2, seed + 20.) * (1. - size * .06) - .5) * ratio;
|
||||
bool flip_x = magic_trigger(b2, seed + 20.);
|
||||
float dy = fmagic(f3, b3, seed + 30.) * (1. - size * .17) - .5;
|
||||
bool flip_y = magic_trigger(b3, seed + 30.);
|
||||
|
||||
// logic
|
||||
|
||||
@@ -573,49 +441,49 @@ subroutine ( src_stage_sub ) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, v
|
||||
|
||||
uv2 /= size;
|
||||
|
||||
uv2 *= -rot(-PI / 2);
|
||||
uv2 *= -rot(-PI * 0.5);
|
||||
|
||||
float f = istep(0, (uv2.x * 2 + uv2.y) * (uv2.x * 2 - uv2.y)) * istep(0, uv2.y);
|
||||
float f = istep(0., (uv2.x * 2. + uv2.y) * (uv2.x * 2. - uv2.y)) * istep(0., uv2.y);
|
||||
|
||||
uv2.y += 0.1;
|
||||
uv2.y += .1;
|
||||
|
||||
f -= istep(0, (uv2.x + uv2.y * 3) * (uv2.x - uv2.y * 3)) * istep(0, uv2.y);
|
||||
f -= istep(0., (uv2.x + uv2.y * 3.) * (uv2.x - uv2.y * 3.)) * istep(0., uv2.y);
|
||||
|
||||
f += rect(uv2, vec2(0, -0.04), vec2(0.01, 0.04));
|
||||
f += rect(uv2, vec2(0., -.04), vec2(.01, .04));
|
||||
|
||||
return vec4(f);
|
||||
}
|
||||
|
||||
// SRC 15 : Random
|
||||
subroutine ( src_stage_sub ) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
|
||||
{
|
||||
int src = int(randTime(seed + 100) * 14);
|
||||
int src = int(randTime(seed + 100.) * 14.) + 1;
|
||||
|
||||
if (src == 0) {
|
||||
if (src == 1) {
|
||||
return src_1(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 1) {
|
||||
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 2) {
|
||||
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 3) {
|
||||
return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 4) {
|
||||
return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 5) {
|
||||
return src_6(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_5(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 6) {
|
||||
return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_6(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 7) {
|
||||
return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 8) {
|
||||
return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 9) {
|
||||
return src_10(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 10) {
|
||||
return src_11(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_10(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 11) {
|
||||
return src_12(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
return src_11(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 12) {
|
||||
return src_12(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else if (src == 13) {
|
||||
return src_13(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
} else {
|
||||
return src_14(vUV, seed, b1, f1, b2, f2, b3, f3);
|
||||
|
||||
+11
-11
@@ -21,33 +21,33 @@ float randTime(float seed){
|
||||
|
||||
float divider(float x)
|
||||
{
|
||||
if (x < 0.1) return 0;
|
||||
if (x < 0.2) return 0.125;
|
||||
if (x < 0.3) return 0.25;
|
||||
if (x < 0.4) return 0.5;
|
||||
if (x < 0.6) return 1;
|
||||
if (x < 0.8) return 2;
|
||||
return 4;
|
||||
if (x < .1) return 0.;
|
||||
if (x < .2) return .125;
|
||||
if (x < .3) return .25;
|
||||
if (x < .4) return .5;
|
||||
if (x < .6) return 1.;
|
||||
if (x < .8) return 2.;
|
||||
return 4.;
|
||||
}
|
||||
|
||||
float modTime(float k, float k2)
|
||||
{
|
||||
return mod(divider(k) * iBeats * k2 / 4, 1);
|
||||
return mod(divider(k) * iBeats * k2 * .25, 1.);
|
||||
}
|
||||
|
||||
float modTime(float k)
|
||||
{
|
||||
return modTime(k, 1.0);
|
||||
return modTime(k, 1.);
|
||||
}
|
||||
|
||||
float sinTime(float k)
|
||||
{
|
||||
return sin(modTime(k, 0.5) * 2 * PI);
|
||||
return sin(modTime(k, .5) * 2. * PI);
|
||||
}
|
||||
|
||||
float cosTime(float k)
|
||||
{
|
||||
return cos(modTime(k, 0.5) * 2 * PI);
|
||||
return cos(modTime(k, .5) * 2. * PI);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+8
-24
@@ -4,41 +4,25 @@
|
||||
const int YUYV_FOURCC = 1448695129;
|
||||
|
||||
// https://en.wikipedia.org/wiki/Y%E2%80%B2UV
|
||||
const mat3x3 yuyv_to_rgb_bt709 = {
|
||||
{
|
||||
1,
|
||||
1,
|
||||
1
|
||||
},
|
||||
{
|
||||
0,
|
||||
-0.21482,
|
||||
2.12798
|
||||
},
|
||||
{
|
||||
1.28033,
|
||||
-0.38059,
|
||||
0
|
||||
}
|
||||
};
|
||||
const mat3x3 yuyv_to_rgb_bt709 = mat3x3(1., 1., 1., 0., -.21482, 2.12798, 1.28033, -.38059, 0.);
|
||||
|
||||
vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) {
|
||||
float w = base_width - 1;
|
||||
float w = base_width - 1.;
|
||||
int x = int(vUV.x * w);
|
||||
|
||||
int xU = x - x % 2;
|
||||
int xV = x - x % 2 + 1;
|
||||
|
||||
vec4 tU = texture(tex, vec2(xU / w, 1 - vUV.y));
|
||||
vec4 tV = texture(tex, vec2(xV / w, 1 - vUV.y));
|
||||
vec4 tU = texture(tex, vec2(xU / w, 1. - vUV.y));
|
||||
vec4 tV = texture(tex, vec2(xV / w, 1. - vUV.y));
|
||||
|
||||
vec3 yuv = vec3(
|
||||
x % 2 == 0 ? tU.x : tV.x,
|
||||
tU.y - 0.5,
|
||||
tV.y - 0.5
|
||||
x % 2 == 0. ? tU.x : tV.x,
|
||||
tU.y - .5,
|
||||
tV.y - .5
|
||||
);
|
||||
|
||||
return vec4(yuyv_to_rgb_bt709 * yuv, 1.0);
|
||||
return vec4(yuyv_to_rgb_bt709 * yuv, 1.);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
+10
-5
@@ -1,11 +1,11 @@
|
||||
/**
|
||||
* Loader generated by glad 2.0.8 on Wed May 13 21:57:23 2026
|
||||
* Loader generated by glad 2.0.8 on Thu Aug 27 15:42:48 2026
|
||||
*
|
||||
* SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0
|
||||
*
|
||||
* Generator: C/C++
|
||||
* Specification: gl
|
||||
* Extensions: 4
|
||||
* Extensions: 5
|
||||
*
|
||||
* APIs:
|
||||
* - gl:compatibility=4.6
|
||||
@@ -19,10 +19,10 @@
|
||||
* - ON_DEMAND = False
|
||||
*
|
||||
* Commandline:
|
||||
* --api='gl:compatibility=4.6' --extensions='GL_ARB_direct_state_access,GL_EXT_EGL_image_storage,GL_EXT_direct_state_access,GL_KHR_debug' c --header-only --loader
|
||||
* --api='gl:compatibility=4.6' --extensions='GL_ARB_arrays_of_arrays,GL_ARB_direct_state_access,GL_EXT_EGL_image_storage,GL_EXT_direct_state_access,GL_KHR_debug' c --header-only --loader
|
||||
*
|
||||
* Online:
|
||||
* http://glad.sh/#api=gl%3Acompatibility%3D4.6&extensions=GL_ARB_direct_state_access%2CGL_EXT_EGL_image_storage%2CGL_EXT_direct_state_access%2CGL_KHR_debug&generator=c&options=HEADER_ONLY%2CLOADER
|
||||
* http://glad.sh/#api=gl%3Acompatibility%3D4.6&extensions=GL_ARB_arrays_of_arrays%2CGL_ARB_direct_state_access%2CGL_EXT_EGL_image_storage%2CGL_EXT_direct_state_access%2CGL_KHR_debug&generator=c&options=HEADER_ONLY%2CLOADER
|
||||
*
|
||||
*/
|
||||
|
||||
@@ -2403,6 +2403,8 @@ GLAD_API_CALL int GLAD_GL_VERSION_4_4;
|
||||
GLAD_API_CALL int GLAD_GL_VERSION_4_5;
|
||||
#define GL_VERSION_4_6 1
|
||||
GLAD_API_CALL int GLAD_GL_VERSION_4_6;
|
||||
#define GL_ARB_arrays_of_arrays 1
|
||||
GLAD_API_CALL int GLAD_GL_ARB_arrays_of_arrays;
|
||||
#define GL_ARB_direct_state_access 1
|
||||
GLAD_API_CALL int GLAD_GL_ARB_direct_state_access;
|
||||
#define GL_EXT_EGL_image_storage 1
|
||||
@@ -6395,6 +6397,7 @@ int GLAD_GL_VERSION_4_3 = 0;
|
||||
int GLAD_GL_VERSION_4_4 = 0;
|
||||
int GLAD_GL_VERSION_4_5 = 0;
|
||||
int GLAD_GL_VERSION_4_6 = 0;
|
||||
int GLAD_GL_ARB_arrays_of_arrays = 0;
|
||||
int GLAD_GL_ARB_direct_state_access = 0;
|
||||
int GLAD_GL_EXT_EGL_image_storage = 0;
|
||||
int GLAD_GL_EXT_direct_state_access = 0;
|
||||
@@ -9290,6 +9293,7 @@ static int glad_gl_find_extensions_gl(void) {
|
||||
char **exts_i = NULL;
|
||||
if (!glad_gl_get_extensions(&exts, &exts_i)) return 0;
|
||||
|
||||
GLAD_GL_ARB_arrays_of_arrays = glad_gl_has_extension(exts, exts_i, "GL_ARB_arrays_of_arrays");
|
||||
GLAD_GL_ARB_direct_state_access = glad_gl_has_extension(exts, exts_i, "GL_ARB_direct_state_access");
|
||||
GLAD_GL_EXT_EGL_image_storage = glad_gl_has_extension(exts, exts_i, "GL_EXT_EGL_image_storage");
|
||||
GLAD_GL_EXT_direct_state_access = glad_gl_has_extension(exts, exts_i, "GL_EXT_direct_state_access");
|
||||
@@ -9392,7 +9396,7 @@ int gladLoadGL( GLADloadfunc load) {
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef GLAD_GL
|
||||
|
||||
@@ -9571,3 +9575,4 @@ void gladLoaderUnloadGL(void) {
|
||||
#endif
|
||||
|
||||
#endif /* GLAD_GL_IMPLEMENTATION */
|
||||
|
||||
|
||||
+12
-9
@@ -6,6 +6,8 @@ TARGET_FILE = os.path.join(
|
||||
os.path.dirname(__file__), "..", "default", "inc_sentences.glsl"
|
||||
)
|
||||
|
||||
SENTENCE_MAX_LENGTH = 20
|
||||
|
||||
SENTENCES = [
|
||||
"forge",
|
||||
"FORGE",
|
||||
@@ -37,25 +39,26 @@ def code(char: str) -> str:
|
||||
|
||||
def convert(txt: str) -> str:
|
||||
out = []
|
||||
for i in range(20):
|
||||
for i in range(SENTENCE_MAX_LENGTH):
|
||||
out += [code(txt[i]) if i < len(txt) else "0x00"]
|
||||
return f"{{{', '.join(out)}}}"
|
||||
return ', '.join(out)
|
||||
|
||||
|
||||
def main() -> None:
|
||||
with open(TARGET_FILE, mode="w") as file:
|
||||
file.write("#ifndef INC_SENTENCES\n")
|
||||
file.write("#define INC_SENTENCES\n\n")
|
||||
file.write(f"#define SENTENCE_COUNT {len(SENTENCES)}\n\n")
|
||||
file.write("const int sentences[SENTENCE_COUNT][20] = {\n")
|
||||
for sentence in SENTENCES:
|
||||
file.write(" " + convert(sentence) + "," + "\n")
|
||||
file.write("};\n\n")
|
||||
file.write("const int lengths[SENTENCE_COUNT] = {\n")
|
||||
file.write(f"#define SENTENCE_COUNT {len(SENTENCES)}\n")
|
||||
file.write(f"#define SENTENCE_MAX_LENGTH {SENTENCE_MAX_LENGTH}\n\n")
|
||||
file.write("const int sentences[] = int[SENTENCE_COUNT * SENTENCE_MAX_LENGTH](\n")
|
||||
for i, sentence in enumerate(SENTENCES):
|
||||
file.write(" " + convert(sentence) + ("," if i < len(SENTENCES) - 1 else "") + "\n")
|
||||
file.write(");\n\n")
|
||||
file.write("const int lengths[] = int[SENTENCE_COUNT](\n")
|
||||
file.write(
|
||||
" " + ", ".join(str(len(sentence)) for sentence in SENTENCES) + "\n"
|
||||
)
|
||||
file.write("};\n")
|
||||
file.write(");\n")
|
||||
file.write("#endif")
|
||||
|
||||
|
||||
|
||||
+2
-2
@@ -4,9 +4,9 @@
|
||||
#define CONSTANTS_H
|
||||
|
||||
static const char *vertex_shader_text =
|
||||
"#version 460\n"
|
||||
"#version 140\n"
|
||||
"const mat4 mvp = "
|
||||
"{{2.,0.,0.,0.},{0.,2.,0.,0.},{0.,0.,2.,0.},{-1.,-1.,1.,1.}};\n"
|
||||
"mat4(vec4(2.,0.,0.,0.),vec4(0.,2.,0.,0.),vec4(0.,0.,2.,0.),vec4(-1.,-1.,1.,1.));\n"
|
||||
"in vec2 vPos;\n"
|
||||
"out vec2 vUV;\n"
|
||||
"void main()\n"
|
||||
|
||||
@@ -105,6 +105,13 @@ static bool init_gl(ShaderProgram *program) {
|
||||
glDebugMessageCallback(gl_debug_callback, NULL);
|
||||
#endif /* GL_DEBUG */
|
||||
|
||||
// print OpenGL info
|
||||
log_info("[OpenGL] Vendor: %s", glGetString(GL_VENDOR));
|
||||
log_info("[OpenGL] Renderer: %s", glGetString(GL_RENDERER));
|
||||
log_info("[OpenGL] Version: %s", glGetString(GL_VERSION));
|
||||
log_info("[OpenGL] Shading language: %s",
|
||||
glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
|
||||
#ifdef VIDEO_IN
|
||||
program->egl_display = glfwGetEGLDisplay();
|
||||
if (program->egl_display == EGL_NO_DISPLAY) {
|
||||
|
||||
+2
-2
@@ -628,8 +628,8 @@ static bool compute_event(Context *context, StateConfig state_config,
|
||||
|
||||
if (code == state_config.key_demo) {
|
||||
if (value > 0) {
|
||||
log_info((context->demo ? "[%d] Demo OFF" : "[%d] Demo ON"), code);
|
||||
context->demo = !context->demo;
|
||||
context->auto_random = context->demo = !context->demo;
|
||||
log_info((context->demo ? "[%d] Demo ON" : "[%d] Demo OFF"), code);
|
||||
}
|
||||
found = true;
|
||||
}
|
||||
|
||||
+3
-1
@@ -89,7 +89,9 @@ create_window(GLFWmonitor *monitor, const char *title,
|
||||
#ifdef GL_DEBUG
|
||||
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
|
||||
#endif
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
if (opengl_major > 4 || (opengl_major == 3 && opengl_minor >= 2)) {
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
}
|
||||
|
||||
// create fullscreen window in selected monitor
|
||||
window = glfwCreateWindow(1, 1, title, monitor, shared_context);
|
||||
|
||||
Reference in New Issue
Block a user