#version 460 // COMMON DEFINITIONS AND FUNCTIONS // ================================ // 1. real time uniforms // --------------------- uniform float iTime; uniform float iTempo; uniform int iFPS; uniform vec2 iResolution; uniform vec2 iTexResolution; uniform vec2 iInputResolution1; uniform vec2 iInputResolution2; uniform int iInputFormat1; uniform int iInputFormat2; uniform int iDemo; uniform int iPage; uniform int iSelected; uniform int iSeed1; uniform int iSeed2; uniform int iSeed3; uniform int iSeed4; uniform int iSeed5; uniform int iSeed6; uniform int iSeed7; uniform int iSeed8; uniform int iState3; uniform int iState4; uniform int iState5; uniform int iState6; uniform int iState8; uniform int iActive1; uniform int iActive2; uniform vec3 iMidi2_1[7]; uniform vec3 iMidi2_2[7]; uniform vec3 iMidi2_3[7]; uniform vec3 iMidi3_1[2]; // 2. textures // --------------- uniform sampler2D iTex0; uniform sampler2D iTex1; uniform sampler2D iTex2; uniform sampler2D iTex3; uniform sampler2D iTex4; uniform sampler2D iTex5; uniform sampler2D iTex6; uniform sampler2D iTex7; uniform sampler2D iTex8; uniform sampler2D iTex9; // 3. definitions // -------------- const float PI = 3.1415927; const int YUYV_FOURCC = 1448695129; // 4. functions // ------------ // BASICS float ease(float x) { return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5; } vec2 ease(vec2 x) { return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5; } vec3 ease(vec3 x) { return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5; } float saw(float x){ return abs(mod(x+1,2)-1); } vec2 saw(vec2 x){ return abs(mod(x+1,2)-1); } vec3 saw(vec3 x){ return abs(mod(x+1,2)-1); } float cmod(float x, float k){ return mod(x + k * 0.5, k) - k * 0.5; } vec2 cmod(vec2 x, float k){ return mod(x + k * 0.5, k) - k * 0.5; } vec3 cmod(vec3 x, float k){ return mod(x + k * 0.5, k) - k * 0.5; } // RANDOM float rand(float seed){ float v=pow(abs(seed),6./7.); v*=sin(v)+1.; return fract(v); } float rand(vec2 n){ return rand(n.x * 1234 + n.y * 9876); } // COLORS 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.) ); } 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 ); } vec3 shift3(vec3 c, float f) { return shift(shift(shift(c, f), f), f); } float mean(vec3 v) { return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333; } float mean(vec4 v) { return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333; } // TIME float randTime(float seed){ return rand(seed + mod(floor(iTime * iTempo / 240), 1000)); } 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; } float modTime(float k, float k2) { return mod(divider(k) * iTime * iTempo * k2 / 240, 1); } float modTime(float k) { return modTime(k, 1.0); } float sinTime(float k) { return sin(modTime(k, 0.5) * 2 * PI); } float cosTime(float k) { return cos(modTime(k, 0.5) * 2 * PI); } // MAGIC vec2 magic_f(vec2 F, vec3 B, float i) { return vec2( mix(F.x, randTime(i + 1), min(1, B.z + iDemo)), mix(F.y, randTime(i + 2), min(1, B.z + iDemo)) ); } vec2 magic_f(float i) { return magic_f(vec2(0), vec3(0, 0, 1), i); } vec3 magic_b(vec3 B, float i) { return vec3( mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z + iDemo)), mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z + iDemo)), min(1, B.z + iDemo) ); } vec3 magic_b(float i) { return magic_b(vec3(0, 0, 1), i); } bool magic_trigger(vec3 B, float i) { return magic_b(B, i).x > 0; } bool magic_trigger(float i) { return magic_b(i).x > 0; } float magic(vec2 F, vec3 B, float i) { vec2 f = magic_f(F, B, i); vec3 b = 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); } float magic(float i) { return magic(vec2(0), vec3(0, 0, 1), i); } float magic_reverse(vec2 F, vec3 B, float i) { vec2 f = magic_f(F, B, i); vec3 b = magic_b(B, i); return mix(0, f.x * mix(1 - modTime(f.y), modTime(f.y), b.y), b.x); } float magic_reverse(float i) { return magic_reverse(vec2(0), vec3(0, 0, 1), i); } // EFFECTS mat2 rot(float angle){ return mat2( cos(angle*2.*PI),-sin(angle*2.*PI), sin(angle*2.*PI),cos(angle*2.*PI) ); } vec2 lens(vec2 uv, float limit, float 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)); return length(uv) * vec2( cos(t), sin(t) ); } vec2 kal2(vec2 uv, float n) { float t = atan(uv.y, uv.x) + PI * 0.5; float t2 = abs(mod(t + PI / n, 2 * PI / n) - PI / n); return length(uv) * vec2( cos(t2), sin(t2) ); } // NOISE float noise(vec2 n) { const vec2 d = vec2(0, 1); vec2 b = floor(n); vec2 f = fract(n); 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; return o; } // VORONOI float v_index(vec2 uv) { return floor(uv.x) + floor(uv.y) * 45; } vec2 v_pos(float i) { int iTimeId = int(iTime * iTempo / 60); float iTimeV = iTime * iTempo / 60 - iTimeId; float x0 = rand(i + 823 + iTimeId); float y0 = rand(i + 328 + iTimeId); float x1 = rand(i + 823 + iTimeId + 1); float y1 = rand(i + 328 + iTimeId + 1); return vec2( mix(x0, x1, ease(ease(iTimeV))), mix(y0, y1, ease(ease(iTimeV))) ); } vec4 voronoi(vec2 uv, float dist) { 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++) { uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy); i = v_index(uv2); p = uv2 + v_pos(i) * dist; d = length(p - uv); if (d < o.z) { t = o; o = vec4(p, d, i); } else if (d < t.z) { t = vec4(p, d, i); } } } return vec4(o.z, t.z, o.w, t.w); } // SHAPES 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))); } 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 rect(vec2 uv, vec2 c, vec2 size) { uv -= c; return step(abs(uv.x), size.x) * step(abs(uv.y), size.y); } 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); } // INPUTS vec4 reframe(sampler2D tex, vec2 uv) { 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; return texture(tex, uv); } // BLUR float gaussian_weight(float x, float sigma) { return exp(-(x * x) / (2.0 * sigma * sigma)); } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma, float bloom) { int x, y; vec2 offset; float w; 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; w = gaussian_weight(length(vec2(x, y)), sigma); sum += texture(tex, uv + offset) * w; weight_sum += w; } } return (sum / weight_sum) * bloom; } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma) { return gauss(tex, uv, kernel_size, spm, sigma, 1.0); } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm) { return gauss(tex, uv, kernel_size, spm, 2.0); } vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size) { return gauss(tex, uv, kernel_size, 1 / max(iResolution.x, iResolution.y)); } vec4 gauss(sampler2D tex, vec2 uv) { return gauss(tex, uv, 3); } 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; } // CP 437 const int cp437[] = { 0x0000, 0x0000, 0x0000, 0x0000, // 0x00, NUL 0x151E, 0x8A87, 0xE19D, 0x789B, // 0x01, SOH, SMILEY BLACK 0xFBFE, 0xFDF7, 0xEF73, 0x7FEC, // 0x02, STX, SMILEY LIGHT 0xFFF6, 0x7773, 0x08CE, 0x0013, // 0x03, ETX, HEART 0xFEC8, 0x7310, 0x08CE, 0x0013, // 0x04, EOT, DIAMOND 0xFCEC, 0x7131, 0xECEF, 0x3137, // 0x05, ENQ, CLUB 0xEC88, 0x3100, 0xECEF, 0x3137, // 0x06, ACK, SPADE 0xC800, 0x3100, 0x008C, 0x0013, // 0x07, BEL, DOT 0x37FF, 0xCEFF, 0xFF73, 0xFFEC, // 0x08, BS, INVERT DOT 0x26C0, 0x4630, 0x0C62, 0x0364, // 0x09, HT, CIRCLE 0xD93F, 0xB9CF, 0xF39D, 0xFC9B, // 0x0A, LF, INVERT CIRCLE 0xE000, 0xBFEF, 0xE333, 0x1333, // 0x0B, VT, MALE 0x666C, 0x6663, 0x8E8C, 0x1713, // 0x0C, FF, FEMALE 0xCCCC, 0x0FCF, 0x7FEC, 0x0000, // 0x0D, CR, NOTE 0x6E6E, 0xCFCF, 0x3766, 0x06EC, // 0x0E, SO, DOUBLE NOTE 0x7CA9, 0xE359, 0x9AC7, 0x953E, // 0x0F, SI, SUN 0xFF71, 0x7100, 0x017F, 0x0001, // 0x10, DLE, RIGHT TRIANGLE 0xFC00, 0x7774, 0x000C, 0x0477, // 0x11, DC1, LEFT TRIANGLE 0x8EC8, 0x1731, 0x8CE8, 0x1371, // 0x12, DC2, ARROW UP DOWN 0x6666, 0x6666, 0x0606, 0x0606, // 0x13, DC3, DOUBLE EXCLAMATION 0xEBBE, 0xDDDF, 0x0888, 0x0DDD, // 0x14, DC4, PARAGRAPH 0x6C6C, 0x31C7, 0xE3C6, 0x1313, // 0x15, NAK, ? 0x0000, 0x0000, 0x0EEE, 0x0777, // 0x16, SYN, HALF SQUARE BOTTOM 0x8EC8, 0x1731, 0xF8CE, 0xF137, // 0x17, ETB, ARROW UP DOWN UNDERLINED 0x8EC8, 0x1731, 0x0888, 0x0111, // 0x18, CAN, ARROW UP 0x8888, 0x1111, 0x08CE, 0x0137, // 0x19, EM, ARROW DOWN 0xF080, 0x7310, 0x0080, 0x0013, // 0x1A, SUB, ARROW RIGHT 0xF6C0, 0x7000, 0x00C6, 0x0000, // 0x1B, ESC, ARROW LEFT 0x3300, 0x0000, 0x00F3, 0x0070, // 0x1C, FS, ? 0xF640, 0xF620, 0x0046, 0x0026, // 0x1D, GS, ARROW LEFT RIGHT 0xEC80, 0x7310, 0x00FF, 0x00FF, // 0x1E, RS, TRIANGLE UP 0xEFF0, 0x7FF0, 0x008C, 0x0013, // 0x1F, US, TRIANGLE DOWN 0x0000, 0x0000, 0x0000, 0x0000, // 0x20, SPACE 0xCEEC, 0x0110, 0x0C0C, 0x0000, // 0x21, ! 0x0666, 0x0333, 0x0000, 0x0000, // 0x22, " 0x6F66, 0x3733, 0x066F, 0x0337, // 0x23, # 0xE3EC, 0x1030, 0x0CF0, 0x0013, // 0x24, $ 0x8330, 0x1360, 0x036C, 0x0660, // 0x25, % 0xEC6C, 0x6131, 0x0E3B, 0x0633, // 0x26, & 0x0366, 0x0000, 0x0000, 0x0000, // 0x27, ' 0x66C8, 0x0001, 0x08C6, 0x0100, // 0x28, ( 0x88C6, 0x1100, 0x06C8, 0x0001, // 0x29, ) 0xFC60, 0xF360, 0x006C, 0x0063, // 0x2A, * 0xFCC0, 0x3000, 0x00CC, 0x0000, // 0x2B, + 0x0000, 0x0000, 0x6CC0, 0x0000, // 0x2C, , 0xF000, 0x3000, 0x0000, 0x0000, // 0x2D, - 0x0000, 0x0000, 0x0CC0, 0x0000, // 0x2E, . 0xC800, 0x0136, 0x0136, 0x0000, // 0x2F, / 0xB33E, 0x7763, 0x0E7F, 0x0366, // 0x30, 0 0xCCEC, 0x0000, 0x0FCC, 0x0300, // 0x31, 1 0xC03E, 0x1331, 0x0F36, 0x0330, // 0x32, 2 0xC03E, 0x1331, 0x0E30, 0x0133, // 0x33, 3 0x36C8, 0x3333, 0x080F, 0x0737, // 0x34, 4 0x0F3F, 0x3103, 0x0E30, 0x0133, // 0x35, 5 0xF36C, 0x1001, 0x0E33, 0x0133, // 0x36, 6 0x803F, 0x1333, 0x0CCC, 0x0000, // 0x37, 7 0xE33E, 0x1331, 0x0E33, 0x0133, // 0x38, 8 0xE33E, 0x3331, 0x0E80, 0x0013, // 0x39, 9 0x0CC0, 0x0000, 0x0CC0, 0x0000, // 0x3A, : 0x0CC0, 0x0000, 0x6CC0, 0x0000, // 0x3B, ; 0x36C8, 0x0001, 0x08C6, 0x0100, // 0x3C, < 0x0F00, 0x0300, 0x00F0, 0x0030, // 0x3D, = 0x08C6, 0x3100, 0x06C8, 0x0001, // 0x3E, > 0x803E, 0x1331, 0x0C0C, 0x0000, // 0x3F, ? 0xBB3E, 0x7763, 0x0E3B, 0x0107, // 0x40, @ 0x33EC, 0x3310, 0x033F, 0x0333, // 0x41, A 0xE66F, 0x3663, 0x0F66, 0x0366, // 0x42, B 0x336C, 0x0063, 0x0C63, 0x0360, // 0x43, C 0x666F, 0x6631, 0x0F66, 0x0136, // 0x44, D 0xE66F, 0x1147, 0x0F66, 0x0741, // 0x45, E 0xE66F, 0x1147, 0x0F66, 0x0001, // 0x46, F 0x336C, 0x0063, 0x0C63, 0x0767, // 0x47, G 0xF333, 0x3333, 0x0333, 0x0333, // 0x48, H 0xCCCE, 0x0001, 0x0ECC, 0x0100, // 0x49, I 0x0008, 0x3337, 0x0E33, 0x0133, // 0x4A, J 0xE667, 0x1366, 0x0766, 0x0663, // 0x4B, K 0x666F, 0x0000, 0x0F66, 0x0764, // 0x4C, L 0xFF73, 0x7776, 0x033B, 0x0666, // 0x4D, M 0xBF73, 0x7666, 0x0333, 0x0667, // 0x4E, N 0x336C, 0x6631, 0x0C63, 0x0136, // 0x4F, O 0xE66F, 0x3663, 0x0F66, 0x0000, // 0x50, P 0x333E, 0x3331, 0x08EB, 0x0313, // 0x51, Q 0xE66F, 0x3663, 0x0766, 0x0663, // 0x52, R 0xE73E, 0x0031, 0x0E38, 0x0133, // 0x53, S 0xCCDF, 0x0023, 0x0ECC, 0x0100, // 0x54, T 0x3333, 0x3333, 0x0F33, 0x0333, // 0x55, U 0x3333, 0x3333, 0x0CE3, 0x0013, // 0x56, V 0xB333, 0x6666, 0x037F, 0x0677, // 0x57, W 0xC633, 0x1366, 0x036C, 0x0631, // 0x58, X 0xE333, 0x1333, 0x0ECC, 0x0100, // 0x59, Y 0x813F, 0x1367, 0x0F6C, 0x0764, // 0x5A, Z 0x666E, 0x0001, 0x0E66, 0x0100, // 0x5B, [ 0x8C63, 0x1000, 0x0000, 0x0463, // 0x5C, 0x888E, 0x1111, 0x0E88, 0x0111, // 0x5D, ] 0x36C8, 0x6310, 0x0000, 0x0000, // 0x5E, ^ 0x0000, 0x0000, 0xF000, 0xF000, // 0x5F, _ 0x08CC, 0x0100, 0x0000, 0x0000, // 0x60, ` 0x0E00, 0x3100, 0x0E3E, 0x0633, // 0x61, a 0xE667, 0x3000, 0x0B66, 0x0366, // 0x62, b 0x3E00, 0x3100, 0x0E33, 0x0130, // 0x63, c 0xE008, 0x3333, 0x0E33, 0x0633, // 0x64, d 0x3E00, 0x3100, 0x0E3F, 0x0103, // 0x65, e 0xF66C, 0x0031, 0x0F66, 0x0000, // 0x66, f 0x3E00, 0x3600, 0xF0E3, 0x1333, // 0x67, g 0xE667, 0x6300, 0x0766, 0x0666, // 0x68, h 0xCE0C, 0x0000, 0x0ECC, 0x0100, // 0x69, i 0x0000, 0x3303, 0xE330, 0x1333, // 0x6A, j 0x6667, 0x3600, 0x076E, 0x0631, // 0x6B, k 0xCCCE, 0x0000, 0x0ECC, 0x0100, // 0x6C, l 0xF300, 0x7300, 0x03BF, 0x0667, // 0x6D, m 0x3F00, 0x3100, 0x0333, 0x0333, // 0x6E, n 0x3E00, 0x3100, 0x0E33, 0x0133, // 0x6F, o 0x6B00, 0x6300, 0xF6E6, 0x0036, // 0x70, p 0x3E00, 0x3600, 0x80E3, 0x7333, // 0x71, q 0xEB00, 0x6300, 0x0F66, 0x0006, // 0x72, r 0x3E00, 0x0300, 0x0F0E, 0x0131, // 0x73, s 0xCEC8, 0x0300, 0x08CC, 0x0120, // 0x74, t 0x3300, 0x3300, 0x0E33, 0x0633, // 0x75, u 0x3300, 0x3300, 0x0CE3, 0x0013, // 0x76, v 0xB300, 0x6600, 0x06FF, 0x0377, // 0x77, w 0x6300, 0x3600, 0x036C, 0x0631, // 0x78, x 0x3300, 0x3300, 0xF0E3, 0x1333, // 0x79, y 0x9F00, 0x1300, 0x0F6C, 0x0320, // 0x7A, z 0x7CC8, 0x0003, 0x08CC, 0x0300, // 0x7B, { 0x0888, 0x0111, 0x0888, 0x0111, // 0x7C, | 0x8CC7, 0x3000, 0x07CC, 0x0000, // 0x7D, } 0x00BE, 0x0036, 0x0000, 0x0000, // 0x7E, ~ 0x6C80, 0x3100, 0x0F33, 0x0766, // 0x7F, DEL, HOUSE 0x333E, 0x3031, 0xE08E, 0x1311, // 0x80, Ç 0x3030, 0x3030, 0x0E33, 0x0733, // 0x81, ü 0x3E08, 0x3103, 0x0E3F, 0x0103, // 0x82, é 0x0C3E, 0x63C7, 0x0C6C, 0x0F67, // 0x83, â 0x0E03, 0x3103, 0x0E3E, 0x0733, // 0x84, ä 0x0E07, 0x3100, 0x0E3E, 0x0733, // 0x85, à 0x0ECC, 0x3100, 0x0E3E, 0x0733, // 0x86, å 0x3E00, 0x0100, 0xC0E3, 0x1310, // 0x87, ç 0x6C3E, 0x63C7, 0x0C6E, 0x0307, // 0x88, ê 0x3E03, 0x3103, 0x0E3F, 0x0103, // 0x89, ë 0x3E07, 0x3100, 0x0E3F, 0x0103, // 0x8A, è 0xCE03, 0x0003, 0x0ECC, 0x0100, // 0x8B, ï 0x8C3E, 0x1163, 0x0C88, 0x0311, // 0x8C, î 0xCE07, 0x0000, 0x0ECC, 0x0100, // 0x8D, ì 0x36C3, 0x6316, 0x033F, 0x0667, // 0x8E, Ä 0xE0CC, 0x1000, 0x03F3, 0x0333, // 0x8F, Å 0x6F08, 0x0303, 0x0F6E, 0x0301, // 0x90, É 0x0E00, 0x3F00, 0x0E3E, 0x0F3F, // 0x91, æ 0xF36C, 0x7337, 0x0333, 0x0733, // 0x92, Æ 0xE03E, 0x1031, 0x0E33, 0x0133, // 0x93, ô 0xE030, 0x1030, 0x0E33, 0x0133, // 0x94, ö 0xE070, 0x1000, 0x0E33, 0x0133, // 0x95, ò 0x303E, 0x3031, 0x0E33, 0x0733, // 0x96, û 0x3070, 0x3000, 0x0E33, 0x0733, // 0x97, ù 0x3030, 0x3030, 0xF0E3, 0x1333, // 0x98, ÿ 0x6C83, 0x631C, 0x08C6, 0x0136, // 0x99, Ö 0x3303, 0x3303, 0x0E33, 0x0133, // 0x9A, Ü 0x3E88, 0x0711, 0x88E3, 0x1170, // 0x9B, ¢ 0xF66C, 0x0231, 0x0F76, 0x0360, // 0x9C, £ 0xFE33, 0x3133, 0xCCFC, 0x0030, // 0x9D, ¥ 0xF33F, 0x5331, 0x3333, 0xE6F6, // 0x9E, ₧ 0xC880, 0x31D7, 0xEB88, 0x0111, // 0x9F, ƒ 0x0E08, 0x3103, 0x0E3E, 0x0733, // 0xA0, á 0xCE0C, 0x0001, 0x0ECC, 0x0100, // 0xA1, í 0xE080, 0x1030, 0x0E33, 0x0133, // 0xA2, ó 0x3080, 0x3030, 0x0E33, 0x0733, // 0xA3, ú 0xF0F0, 0x1010, 0x0333, 0x0333, // 0xA4, ñ 0x730F, 0x3303, 0x03BF, 0x0333, // 0xA5, Ñ 0xC66C, 0x7333, 0x00E0, 0x0070, // 0xA6, ª 0xC66C, 0x1331, 0x00E0, 0x0030, // 0xA7, º 0x6C0C, 0x0000, 0x0E33, 0x0130, // 0xA8, ¿ 0xF000, 0x3000, 0x0033, 0x0000, // 0xA9, ⌐ 0xF000, 0x3000, 0x0000, 0x0033, // 0xAA, ¬ 0xB333, 0x736C, 0x036C, 0xF36C, // 0xAB, ½ 0xB333, 0xD36C, 0x036C, 0xCFFE, // 0xAC, ¼ 0x8088, 0x1011, 0x0888, 0x0111, // 0xAD, ¡ 0x36C0, 0x36C0, 0x00C6, 0x00C6, // 0xAE, « 0xC630, 0xC630, 0x0036, 0x0036, // 0xAF, » 0x1414, 0x1414, 0x1414, 0x1414, // 0xB0, ░ 0x5A5A, 0x5A5A, 0x5A5A, 0x5A5A, // 0xB1, ▒ 0xBEBE, 0xBEBE, 0xBEBE, 0xBEBE, // 0xB2, ▓ 0x8888, 0x1111, 0x8888, 0x1111, // 0xB3, │ 0x8888, 0x1111, 0x888F, 0x1111, // 0xB4, ┤ 0x8F88, 0x1111, 0x888F, 0x1111, // 0xB5, ╡ 0xCCCC, 0x6666, 0xCCCF, 0x6666, // 0xB6, ╢ 0x0000, 0x0000, 0xCCCF, 0x6667, // 0xB7, ╖ 0x8F00, 0x1100, 0x888F, 0x1111, // 0xB8, ╕ 0x0FCC, 0x6666, 0xCCCF, 0x6666, // 0xB9, ╣ 0xCCCC, 0x6666, 0xCCCC, 0x6666, // 0xBA, ║ 0x0F00, 0x6700, 0xCCCF, 0x6666, // 0xBB, ╗ 0x0FCC, 0x6666, 0x000F, 0x0007, // 0xBC, ╝ 0xCCCC, 0x6666, 0x000F, 0x0007, // 0xBD, ╜ 0x8F88, 0x1111, 0x000F, 0x0001, // 0xBE, ╛ 0x0000, 0x0000, 0x888F, 0x1111, // 0xBF, ┐ 0x8888, 0x1111, 0x0008, 0x000F, // 0xC0, └ 0x8888, 0x1111, 0x000F, 0x000F, // 0xC1, ┴ 0x0000, 0x0000, 0x888F, 0x111F, // 0xC2, ┬ 0x8888, 0x1111, 0x8888, 0x111F, // 0xC3, ├ 0x0000, 0x0000, 0x000F, 0x000F, // 0xC4, ─ 0x8888, 0x1111, 0x888F, 0x111F, // 0xC5, ┼ 0x8888, 0x1F11, 0x8888, 0x111F, // 0xC6, ╞ 0xCCCC, 0x6666, 0xCCCC, 0x666E, // 0xC7, ╟ 0xCCCC, 0x0E66, 0x000C, 0x000F, // 0xC8, ╚ 0xCC00, 0x0F00, 0xCCCC, 0x666E, // 0xC9, ╔ 0x0FCC, 0x0E66, 0x000F, 0x000F, // 0xCA, ╩ 0x0F00, 0x0F00, 0xCCCF, 0x666E, // 0xCB, ╦ 0xCCCC, 0x0E66, 0xCCCC, 0x666E, // 0xCC, ╠ 0x0F00, 0x0F00, 0x000F, 0x000F, // 0xCD, ═ 0x0FCC, 0x0E66, 0xCCCF, 0x666E, // 0xCE, ╬ 0x0F88, 0x0F11, 0x000F, 0x000F, // 0xCF, ╧ 0xCCCC, 0x6666, 0x000F, 0x000F, // 0xD0, ╨ 0x0F00, 0x0F00, 0x888F, 0x111F, // 0xD1, ╤ 0x0000, 0x0000, 0xCCCF, 0x666F, // 0xD2, ╥ 0xCCCC, 0x6666, 0x000C, 0x000F, // 0xD3, ╙ 0x8888, 0x1F11, 0x0008, 0x000F, // 0xD4, ╘ 0x8800, 0x1F00, 0x8888, 0x111F, // 0xD5, ╒ 0x0000, 0x0000, 0xCCCC, 0x666F, // 0xD6, ╓ 0xCCCC, 0x6666, 0xCCCF, 0x666F, // 0xD7, ╫ 0x8F88, 0x1F11, 0x888F, 0x111F, // 0xD8, ╪ 0x8888, 0x1111, 0x000F, 0x0001, // 0xD9, ┘ 0x0000, 0x0000, 0x8888, 0x111F, // 0xDA, ┌ 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, // 0xDB, █ 0x0000, 0x0000, 0xFFFF, 0xFFFF, // 0xDC, ▄ 0xFFFF, 0x0000, 0xFFFF, 0x0000, // 0xDD, ▌ 0x0000, 0xFFFF, 0x0000, 0xFFFF, // 0xDE, ▐ 0xFFFF, 0xFFFF, 0x0000, 0x0000, // 0xDF, ▀ 0xBE00, 0x3600, 0x0EB3, 0x0631, // 0xE0, α 0xF3E0, 0x1310, 0x33F3, 0x0013, // 0xE1, ß 0x33F0, 0x0330, 0x0333, 0x0000, // 0xE2, Γ 0x66F0, 0x3370, 0x0666, 0x0333, // 0xE3, π 0xC63F, 0x0033, 0x0F36, 0x0330, // 0xE4, Σ 0xBE00, 0x1700, 0x0EBB, 0x0011, // 0xE5, σ 0x6660, 0x6660, 0x36E6, 0x0036, // 0xE6, µ 0x8BE0, 0x1360, 0x0888, 0x0111, // 0xE7, τ 0x3ECF, 0x3103, 0xFCE3, 0x3013, // 0xE8, Φ 0xF36C, 0x7631, 0x0C63, 0x0136, // 0xE9, Θ 0x336C, 0x6631, 0x0766, 0x0733, // 0xEA, Ω 0xE8C8, 0x3103, 0x0E33, 0x0133, // 0xEB, δ 0xBE00, 0xD700, 0x00EB, 0x007D, // 0xEC, ∞ 0xBE00, 0xD736, 0x36EB, 0x007D, // 0xED, φ 0xF36C, 0x1001, 0x0C63, 0x0100, // 0xEE, ε 0x333E, 0x3331, 0x0333, 0x0333, // 0xEF, ∩ 0xF0F0, 0x3030, 0x00F0, 0x0030, // 0xF0, ≡ 0xCFCC, 0x0300, 0x0F0C, 0x0300, // 0xF1, ± 0xC8C6, 0x0100, 0x0F06, 0x0300, // 0xF2, ≥ 0xC6C8, 0x0001, 0x0F08, 0x0301, // 0xF3, ≤ 0x8880, 0x1DD7, 0x8888, 0x1111, // 0xF4, ⌠ 0x8888, 0x1111, 0xEBB8, 0x0111, // 0xF5, ⌡ 0xF0CC, 0x3000, 0x0CC0, 0x0000, // 0xF6, ÷ 0x0BE0, 0x0360, 0x00BE, 0x0036, // 0xF7, ≈ 0xC66C, 0x1331, 0x0000, 0x0000, // 0xF8, ° 0x8000, 0x1000, 0x0008, 0x0001, // 0xF9, ∙ 0x0000, 0x0000, 0x0008, 0x0001, // 0xFA, · 0x0000, 0x333F, 0x8C67, 0x3333, // 0xFB, √ 0x666E, 0x3331, 0x0006, 0x0003, // 0xFC, ⁿ 0x6C8E, 0x0010, 0x000E, 0x0001, // 0xFD, ² 0xCC00, 0x3300, 0x00CC, 0x0033, // 0xFE, ■ 0x0000, 0x0000, 0x0000, 0x0000, // 0xFF, NBSP }; const int charsets[] = { 0x30, 10, // NUMBERS 0x41, 26, // UPPERCASE LETTERS 0x61, 26, // LOWERCASE LETTERS 0x01, 15, // SYMBOLS 0x18, 4, // ARROWS 0xB3, 40, // BARS 0xE0, 16, // GREEK 0x80, 28, // ACCENTS 0xB0, 3, // SHADES }; #define CHARSETS 8 const int hex_chars[] = { 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, }; bool char(vec2 pos, int code) { if (pos.x < 0.0 || pos.y < 0.0 || pos.x >= 1.0 || pos.y >= 1.0) { return false; } ivec2 pos2 = ivec2(pos.x * 8.0, (1 - pos.y) * 8.0); 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); return (cp437[code * 4 + d] & v) > 0; } float char_at(vec2 uv, vec2 pos, int code) { return char(uv - pos, code) ? 1 : 0; } float write_5(vec2 uv, vec2 pos, int str[5]) { float d = 0; int i; for (i = 0; i < 5; i++) { if (str[i] == 0) { return d; } d += char_at(uv, pos + vec2(i, 0), str[i]); } return d; } float write_10(vec2 uv, vec2 pos, int str[10]) { float d = 0; int i; for (i = 0; i < 10; i++) { if (str[i] == 0) { return d; } d += char_at(uv, pos + vec2(i, 0), str[i]); } return d; } float write_20(vec2 uv, vec2 pos, int str[20]) { float d = 0; int i; for (i = 0; i < 20; i++) { if (str[i] == 0) { return d; } d += char_at(uv, pos + vec2(i, 0), str[i]); } return d; } float write_int(vec2 uv, vec2 pos, uint value, uint magnitude) { int i; uint 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; } } return d; } int read(sampler2D tex, vec2 uv, float k, int d, float t) { 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; 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; } } return mc; } // 5. generators // ------------- 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 vec2 uv0 = vUV.st; // controls float hue = magic(f1, b1, seed + 10); float saturation = magic(f2, b2, seed + 20); float light = magic(f3, b3, seed + 30); // logic vec3 c = texture(tex, uv0).xyz; c = shift3(c, hue); c *= 1 + saturation; c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light)); // output return vec4(c, 1.); } // 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) { 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec2 uv2 = uv1; uv2.y *= cos(uv2.x * 5 * distort); uv2 *= rot(rotation + iTime * iTempo / 960); float k = thickness * 2; uv2.y = cmod(uv2.y, k * 2 + 0.1); float f = step(uv2.y, k * 0.125 + 0.05) * step(-uv2.y, k * 0.125 + 0.01); 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec2 uv2 = uv1; float k1 = lens_v * 5; uv2 = lens(uv2, -k1, k1); uv2 = kal(uv2, 5); uv2 *= rot(rotation + iTime * iTempo / 960); float k = zoom * 0.1 + 0.05; uv2 = cmod(uv2, k * 2); float f = step(length(uv2), k / (1 + length(uv1) * 2)); return vec4(f); } // SRC 4 : waves 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 spacing = magic(f1, b1, seed + 10); float thickness = magic(f2, b2, seed + 20); float scroll = magic_reverse(f3, b3, seed + 30); // logic vec2 uv2 = uv1; uv2.y += 0.5; uv2 *= 2.25; uv2 = vec2((uv2.x + 1) * 0.5, -uv2.y); float m1 = spacing * 4.5 + 0.5; float y = log(-uv2.y) * m1; y = mod(y + scroll * 5.0 - iTime * iTempo / 960, 5.); float id = floor(y) * 32; float s = cos(uv2.x * rand(id + 837) * 100 + rand(id + 281) * PI) + cos(uv2.x * rand(id + 231) * 100 + rand(id + 526) * PI) + cos(uv2.x * rand(id + 746) * 100 + rand(id + 621) * PI) + cos(uv2.x * rand(id + 235) * 100 + rand(id + 315) * PI) + cos(uv2.x * rand(id + 782) * 100 + rand(id + 314) * PI) + cos(uv2.x * rand(id + 241) * 100 + rand(id + 734) * PI) + cos(uv2.x * rand(id + 416) * 100 + rand(id + 425) * PI) + cos(uv2.x * rand(id + 315) * 100 + rand(id + 525) * PI) + cos(uv2.x * rand(id + 423) * 100 + rand(id + 743) * PI) + cos(uv2.x * rand(id + 637) * 100 + rand(id + 245) * PI); s *= 0.1; float cut = 0.025 + thickness * 0.475; float y2 = min(1.0, -(uv2.y)); float f = (0.1 + 0.9 * (cos((y2 + 1.0) * PI) * 0.5 + 0.5)) * step(uv2.y, 0.) * step(fract(y + (s - 1) * (1 - cut) * 0.5), cut);//step(uv2.y, 0.) * mod(-uv2.y * 1.0, 1.0); 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec2 uv2 = uv1; uv2 *= zoom * 20 + 3; uv2.x += iTime * iTempo / 60; vec4 data = voronoi(uv2, voronoi_distort); 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))); 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) { return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3); } // 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec2 uv2 = uv1; uv2 *= zoom * 20 + 3; uv2 += iTime * iTempo / 60; 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))); 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; return vec4(f); } // SRC 8 : sentences #define SENTENCE_COUNT 16 const int sentences[SENTENCE_COUNT][20] = { {102, 111, 114, 103, 101, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {70, 79, 82, 71, 69, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {70, 46, 79, 46, 82, 46, 71, 46, 69, 46, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {70, 117, 115, 105, 111, 110, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {79, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {82, 101, 97, 108, 45, 116, 105, 109, 101, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {71, 101, 110, 101, 114, 97, 116, 105, 118, 101, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {69, 102, 102, 101, 99, 116, 115, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {69, 118, 101, 114, 121, 116, 104, 105, 110, 103, 32, 121, 111, 117, 32, 115, 101, 101, 0, 0}, {80, 105, 120, 101, 108, 32, 98, 121, 32, 112, 105, 120, 101, 108, 0, 0, 0, 0, 0, 0}, {76, 105, 118, 101, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {71, 101, 110, 101, 114, 97, 116, 101, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {67, 111, 110, 116, 114, 111, 108, 108, 101, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {67, 111, 100, 101, 32, 97, 115, 32, 97, 114, 116, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {65, 114, 116, 32, 97, 115, 32, 99, 111, 100, 101, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {75, 108, 101, 960, 101, 107, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; const int lengths[SENTENCE_COUNT] = { 5, 5, 10, 6, 2, 9, 10, 7, 18, 14, 4, 9, 10, 11, 11, 6 }; 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); // 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); // logic vec2 uv2 = uv1; uv2 *= (1 + zoom) * 12; 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]); return vec4(f); } // TODO SRC 9 subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { return src_2(vUV, seed, b1, f1, b2, f2, b3, f3); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic return texture(iTex0, vUV); } // TODO SRC 10 subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { return src_3(vUV, seed, b1, f1, b2, f2, b3, f3); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic return texture(iTex0, vUV); } // 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) { return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3); } // TODO SRC 12 subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { return src_4(vUV, seed, b1, f1, b2, f2, b3, f3); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic return texture(iTex0, vUV); } // TODO SRC 13 subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { return src_5(vUV, seed, b1, f1, b2, f2, b3, f3); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic return texture(iTex0, vUV); } // TODO SRC 14 subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { return src_7(vUV, seed, b1, f1, b2, f2, b3, f3); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic return texture(iTex0, vUV); } // SRC 15 : debug subroutine(src_stage_sub) vec4 src_15(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); // inputs int selected_srca = iState3 - 1; int selected_srcb = iState4 - 1; int selected_fxa = iState5 - 1; int selected_fxb = iState6 - 1; int selected_mfx = iState8 - 1; float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5); bool fxa_invert = magic_trigger(vec3(iMidi2_1[6].z, 0, 0), iSeed5); float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6); bool fxb_invert = magic_trigger(vec3(iMidi2_2[6].z, 0, 0), iSeed6); float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8); bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8); float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7); bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10); // logic const int texts[5][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 }; vec2 uv2 = uv1; uv2 *= 10; uv2.x -= 0.5; uv2.y += 0.5; 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(7.5, 0), vec2(1.5, 0.1)) + h_rect(uv2, vec2(-9, -3.9), vec2(1), 0.1); // show selected src/fx f += char_at(uv2, vec2(-5.4, 1.45), hex_chars[selected_srca]); f += char_at(uv2, vec2(-5.4, -2.55), hex_chars[selected_srcb]); 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 += 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 += 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; // 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; // 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; // show inputs / feedback float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1)); float line_a_b = rect(uv2, vec2(-7, 2), vec2(1, 0.1)) + rect(uv2, vec2(-8, 0.5), vec2(0.1, 1.6)) + rect(uv2, vec2(-9, -1), vec2(1, 0.1)); float line_a_f = rect(uv2, vec2(-6.5, 2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, 4), vec2(7, 0.1)) + rect(uv2, vec2(-7, 3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, 2), vec2(0.1, 2.1)); if (selected_srca == 5 && iInputFormat1 == YUYV_FOURCC) { f += iInputResolution1.x > 0 ? line_a_a : line_a_f; } else if (selected_srca == 10 && iInputFormat2 == YUYV_FOURCC) { f += iInputResolution2.x > 0 ? line_a_b : line_a_f; } else if (selected_srca % 5 == 0) { f += line_a_f; } float line_b_a = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(-7, -0.5), vec2(0.1, 1.6)) + rect(uv2, vec2(-8.5, 1), vec2(1.5, 0.1)); float line_b_b = rect(uv2, vec2(-8, -2), vec2(2, 0.1)); float line_b_f = rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, -4), vec2(7, 0.1)) + rect(uv2, vec2(-7, -3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, -2), vec2(0.1, 2.1)); if (selected_srcb == 5 && iInputFormat1 == YUYV_FOURCC) { f += iInputResolution1.x > 0 ? line_b_a : line_b_f; } else if (selected_srcb == 10 && iInputFormat2 == YUYV_FOURCC) { f += iInputResolution2.x > 0 ? line_b_b : line_b_f; } else if (selected_srcb % 5 == 0) { f += line_b_f; } // show page f += char_at(uv2, vec2(-9.2, -4.3), hex_chars[iPage]); // 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))); // 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))); // show debug info float v = 0; float x = 0; x = -15; f += write_5(uv3, vec2(x,13), texts[0]); f += write_int(uv3, vec2(x - 3.5,13), iFPS, 3); v = min(1, iFPS/60.0); 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)); x = 0; f += write_5(uv3, vec2(x,13), texts[1]); f += write_int(uv3, vec2(x - 3.5,13), int(iTempo), 3); v = modTime(1); 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)); x = 15; f += write_5(uv3, vec2(x,13), texts[2]); f += write_int(uv3, vec2(x - 5.5,13), int(iTime), 5); v = fract(iTime); 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 += write_5(uv3, vec2(-2,-15), iDemo > 0 ? texts[3] : texts[4]); return vec4(f); } // 6. effects // ---------- 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); vec3 c_out = mix(c0, c, fx); c_out = mix(c_out, 1 - c_out, invert ? 1 : 0); return vec4(c_out, 1.0); } 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); subroutine uniform fx_stage_sub fx_stage; // FX 1 : thru subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { // start vec2 uv0 = vUV.st; // controls 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)); 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls float zoom = magic(f1, b1, seed + 10); float x_shift = magic(f2, b2, seed + 20); float y_shift = magic(f3, b3, seed + 30); // logic vec3 c0 = texture(src0, uv0).xyz; vec2 uv2 = uv1; uv2 = mix(uv2 * (1 + zoom * 2), uv2 * (zoom), step(0.5, zoom)); uv2 += vec2(x_shift * ratio, y_shift) * 2; vec3 c = reframe(src1, uv2).xyz; return fx_master(c0, c, seed, m0); } subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { return fx_shift(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0); } // FX 3 : shift subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { return fx_shift(vUV, previous, previous, seed, b1, f1, b2, f2, b3, f3, m0); } // FX 4 : colorize subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { // start vec2 uv0 = vUV.st; // controls float c_black = magic(f1, b1, seed + 10); bool c_black_trigger = magic_trigger(b1, seed + 10); float c_white = magic(f2, b2, seed + 20); bool c_white_trigger = magic_trigger(b2, seed + 20); float delta = magic(f3, b3, seed + 30); // logic vec3 c0 = texture(previous, uv0).xyz; float f = mean(c0); float c_mix = mix(c_black, c_white, f) + delta; vec3 c = mix(c_black_trigger ? col(c_mix) : vec3(0), c_white_trigger ? col(c_mix) : vec3(1), f); return fx_master(c0, c, seed, m0); } // FX 5 : quantize subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, 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); // 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); // logic vec3 c0 = texture(previous, uv0).xyz; vec2 uv2 = uv1; 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; 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)); return fx_master(c0, c, seed, m0); } // FX 6 : dithering subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, 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); // controls float pixel_size = magic(f1, b1, seed + 10); bool pixel_size_trigger = magic_trigger(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 k1 = pow(2, 10 - floor(pixel_size * 5)); float pixel = (1 - pixel_size) * 250 + 25; if (pixel_size_trigger) { uv2 = floor(uv2 * k1) / k1; } vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz; float k3 = pow(2, 5 - floor(quantize * 5)); if (quantize_trigger) { c *= k3; c = vec3( mix(floor(c.x), ceil(c.x), dither(uv2 * k1, c.x - floor(c.x))), mix(floor(c.y), ceil(c.y), dither(uv2 * k1, c.y - floor(c.y))), mix(floor(c.z), ceil(c.z), dither(uv2 * k1, c.z - floor(c.z))) ); c /= k3; } return fx_master(c0, c, seed, m0); } // FX 7 : tv subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, 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); // controls 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; 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).z ); return fx_master(c0, c, seed, m0); } // FX 8 : kaleidoscope subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, 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); // 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); // 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 *= rot(rotation); uv2.x = (saw(uv2.x / ratio + 0.5 + h_scroll * 2) - 0.5) * ratio; vec3 c = reframe(previous, uv2).xyz; return fx_master(c0, c, seed, m0); } // 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec3 c0 = texture(previous, uv0).xyz; vec2 uv2 = uv1; 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))); 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); return fx_master(c0, c, seed, m0); } // FX 10 : lens subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, 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); // 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); // logic vec3 c0 = texture(previous, uv0).xyz; vec2 uv2 = uv1; 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); } // TODO FX 11 subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic vec3 c0 = texture(previous, uv0).xyz; vec3 c = c0; return fx_master(c0, c, seed, m0); } // TODO FX 12 subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic vec3 c0 = texture(previous, uv0).xyz; vec3 c = c0; return fx_master(c0, c, seed, m0); } // TODO FX 13 subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic vec3 c0 = texture(previous, uv0).xyz; vec3 c = c0; return fx_master(c0, c, seed, m0); } // TODO FX 14 subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0) { return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic vec3 c0 = texture(previous, uv0).xyz; vec3 c = c0; return fx_master(c0, c, seed, m0); } // TODO FX 15 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) { return fx_5(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0); // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); // controls // logic vec3 c0 = texture(previous, uv0).xyz; vec3 c = c0; return fx_master(c0, c, seed, m0); } const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}}; vec4 yuyvTex(sampler2D tex, vec2 vUV, int base_width) { 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)); vec3 yuv = vec3( x % 2 == 0 ? tU.x : tV.x, tU.y - 0.5, tV.y - 0.5 ); return vec4(yuv_to_rgb * yuv, 1.0); }