#include inc_magic.glsl #include inc_functions.glsl #include inc_yuyv.glsl #include inc_cp437.glsl #ifndef INC_DEBUG #define INC_DEBUG uniform vec2 iInputResolution1; uniform vec2 iInputResolution2; uniform int iInputFormat1; uniform int iInputFormat2; uniform int iDemo; uniform int iAutoRand; uniform int iAutoRandCycle; 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]; vec4 debug(vec2 vUV) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); } if (selected_srca == 5 && iDemo > 0) { selected_srca = 1; random_srca = true; } 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); } if (selected_srcb == 5 && iDemo > 0) { selected_srcb = 1; random_srcb = true; } if (selected_srcb == 10 && iDemo > 0) { selected_srcb = 2; random_srcb = true; } int selected_fxa = iState5 - 1; bool random_fxa = iState5 == 15; if (random_fxa) { 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); } int selected_mfx = iState8 - 1; bool random_mfx = iState8 == 15; if (random_mfx) { selected_mfx = int(randTime(iSeed8 + 100) * 14); } 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); mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo); bool mix_type = magic_trigger(vec3(iMidi3_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 }; 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(6.8, 0), vec2(0.75, 0.1)) + h_circle(uv2, vec2(7.8, 0), 0.3, 0.1) ; if (iDemo < 1 && iInputFormat1 == YUYV_FOURCC) { f += circle(uv2, vec2(-9, 2), 0.3); } if (iDemo < 1 && iInputFormat2 == YUYV_FOURCC) { f += circle(uv2, vec2(-9, -2), 0.3); } // 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 += 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 += 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 += 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; // 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 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); 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 * 0.75, vec2(10.9,2), texts[9]); // 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)); if (selected_srca == 5 && iInputFormat1 == YUYV_FOURCC) { f += line_a_a; } else if (selected_srca == 10 && iInputFormat2 == YUYV_FOURCC) { f += line_a_b; } 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(-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)); if (selected_srcb == 5 && iInputFormat1 == YUYV_FOURCC) { f += line_b_a; } else if (selected_srcb == 10 && iInputFormat2 == YUYV_FOURCC) { f += line_b_b; } else if (selected_srcb % 5 == 0) { f += line_b_f; } // 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); // 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 - 4.5,13), texts[1]); 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)); 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); v = fract(iBeats / iAutoRandCycle); } else { f += write_int(uv3, vec2(x - 0.5,13), int(iTime), 5); v = fract(iTime); f += write_5(uv3, vec2(x - 4.5,13), texts[2]); } 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)); return vec4(f); } #endif