// MONITOR // --- in vec2 vUV; out vec4 fragColor; uniform int iInputFPS1; uniform int iInputFPS2; float s(vec2 uv, float x0, float y0) { return step(x0, uv.x) * step(-x0 - 1, -uv.x) * step(y0, uv.y) * step(-y0 - 1, -uv.y); } const int texts[9][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 }; void main() { vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); vec2 uv2 = uv0 * 3; vec2 uv3 = uv1 * 60; vec4 c = vec4(0); c += s(uv2,1,2) * texture(tex5, uv2); c += s(uv2,2,2) * texture(tex7, uv2); c += s(uv2,1,1) * texture(tex6, uv2); c += s(uv2,2,1) * texture(tex8, uv2); c += s(uv2,0,0) * src_16(mod(uv2, 1), 0); c += s(uv2,1,0) * texture(tex9, uv2); c += s(uv2,2,0) * texture(tex0, uv2); float f = 0; float t = 0; if (iInputResolution1.x > 0) { c += s(uv2,0,2) * texture(tex3, uv2); f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(-53,28), texts[0]); f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7)); t += write_int(uv3, vec2(-53,26), iInputFPS1, 2); t += write_5(uv3, vec2(-50.5,26), texts[8]); } if (iInputResolution2.x > 0) { c += s(uv2,0,1) * texture(tex4, uv2); f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(-53,8), texts[1]); f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7)); t += write_int(uv3, vec2(-53,6), iInputFPS2, 2); t += write_5(uv3, vec2(-50.5,6), texts[8]); } f += rect(uv3, vec2(-14.5, 28.5), vec2(2.6, 0.7)); t += write_5(uv3, vec2(-17,28), texts[2]); f += rect(uv3, vec2(-14.5, 8.5), vec2(2.6, 0.7)); t += write_5(uv3, vec2(-17,8), texts[3]); f += rect(uv3, vec2(21, 28.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(19,28), texts[4]); f += rect(uv3, vec2(21, 8.5), vec2(2.1, 0.7)); t += write_5(uv3, vec2(19,8), texts[5]); f += rect(uv3, vec2(-15.5, -11.5), vec2(1.6, 0.7)); t += write_5(uv3, vec2(-17,-12), texts[6]); f += rect(uv3, vec2(20.5, -11.5), vec2(1.6, 0.7)); t += write_5(uv3, vec2(19,-12), texts[7]); fragColor = mix(c, vec4(f - t), f); }