#include inc_res.glsl #include inc_magic.glsl #include inc_functions.glsl #ifndef INC_SRC #define INC_SRC uniform int iDemo; uniform sampler2D iTex0; uniform sampler2D iTex5; uniform sampler2D iTex6; 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 = istep(k * 0.125 + 0.05, uv2.y) * istep(k * 0.125 + 0.01, -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) { // 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 = 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 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) { if (iDemo > 0) { return src_2(vUV, seed, b1, f1, b2, f2, b3, f3); } return src_thru(vUV, iTex5, 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) { if (iDemo > 0) { return src_3(vUV, seed, b1, f1, b2, f2, b3, f3); } return src_thru(vUV, iTex6, seed, b1, f1, b2, f2, b3, f3); } // 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) { // 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 shape = magic(f2, b2, seed + 20); float repeat = 1 + magic(f3, b3, seed + 30) * 10; // logic float f = 0; vec2 uv2 = uv1; uv2 *= zoom; 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 = -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)); f = istep(0.5, saw((length(mod(uv3, 1)) + shape + 0.5) * 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)); 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) { // 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 shape = 0.1 + magic(f2, b2, seed + 20) * 0.9; float repeat = 1 + magic(f3, b3, seed + 30) * 10; // logic vec2 uv2 = uv1; uv2 *= zoom; uv2 = mod(uv2, 2); uv2 = abs(uv2 - 1); 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)); 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) { // start vec2 uv0 = vUV.st; float ratio = iResolution.x / iResolution.y; 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); // logic vec2 uv2 = uv1; if (flip_x) { uv2.x = -uv2.x; } if (flip_y) { uv2.y = -uv2.y; } uv2 -= vec2(dx, -dy); uv2 /= size; uv2 *= -rot(-PI / 2); float f = istep(0, (uv2.x * 2 + uv2.y) * (uv2.x * 2 - uv2.y)) * istep(0, uv2.y); uv2.y += 0.1; 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)); 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) { int src = int(randTime(seed + 100) * 14); if (src == 0) { 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); } else if (src == 3) { return src_4(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 4) { return src_5(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 5) { return src_6(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 6) { return src_7(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 7) { return src_8(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 8) { return src_9(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 9) { return src_10(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 10) { return src_11(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 11) { return src_12(vUV, seed, b1, f1, b2, f2, b3, f3); } else if (src == 12) { return src_13(vUV, seed, b1, f1, b2, f2, b3, f3); } else { return src_14(vUV, seed, b1, f1, b2, f2, b3, f3); } } #endif