#include inc_res.glsl #include inc_magic.glsl #include inc_functions.glsl #ifndef INC_SRC #define INC_SRC uniform sampler2D iTex0; uniform sampler2D iTex3; uniform sampler2D iTex4; subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3); 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 + iBeats / 16); 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 + iBeats / 16); 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 - iBeats / 16, 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 += iBeats; 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); } #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) { // 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 += 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))); 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 #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) { // 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; uv2.y += 0.5; 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]); 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec2 uv2 = uv1; uv2.x += h_shift; uv2 *= 15; uv2.y += 0.5; 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); 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]); f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125)); 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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; // logic vec2 uv2 = uv1; vec2 uv3 = iso(uv2); uv3 += vec2(h_scroll, 0); uv3 *= round(zoom); 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); 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; 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); 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) { 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 : Calibration 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); // controls float circle = magic(f1, b1, seed + 10); float x_shift = magic(f2, b2, seed + 20); float grid_size = 0.1 + magic(f3, b3, seed + 30) * 0.9; bool show_grid = magic_trigger(b3, seed + 30); // logic float f = 0; f += step(length(uv1), circle * 0.5); float txt = 0; float txt_rect = rect(uv1 * 10, vec2(0), vec2(2, 1)); txt += write_int(uv1 * 10, vec2(-1.33,-0.5), int(mod(iBeats, 4) + 1), 1); txt += char_at(uv1 * 10, vec2(-0.33, -0.5), 0x2E); txt += write_int(uv1 * 10, vec2(0.66,-0.5), int((mod(iBeats, 4) + 1) * 10), 1); float grid = 0; grid = step(mod(uv1.x + grid_size * 0.05, grid_size), grid_size * 0.1) + step(mod(uv1.y + grid_size * 0.05, grid_size), grid_size * 0.1); grid = mix(grid, 0, show_grid ? min(1, f + txt_rect) : 1); vec3 c = vec3(step(mod(uv0.x + x_shift, 0.5), 0.25), step(mod(uv0.x + 0.125 + x_shift, 0.5), 0.25), step(mod(uv0.x + x_shift, 1.0), 0.5)); c = mix(c, 1 - c, f); c = mix(c, vec3(txt), txt_rect); c = mix(c, vec3(grid) * 0.5, grid); return vec4(c, 1); } #endif