1821 lines
50 KiB
GLSL
1821 lines
50 KiB
GLSL
#version 460
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// COMMON DEFINITIONS AND FUNCTIONS
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// ================================
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// 1. real time uniforms
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// ---------------------
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uniform float iTime;
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uniform float iTempo;
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uniform int iFPS;
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uniform vec2 iResolution;
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uniform int iDemo;
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// 2. textures
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// ---------------
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex3;
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uniform sampler2D tex4;
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uniform sampler2D tex5;
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uniform sampler2D tex6;
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uniform sampler2D tex7;
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uniform sampler2D tex8;
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// 3. definitions
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// --------------
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#define PI 3.1415927
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// 4. functions
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// ------------
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// BASICS
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float ease(float x) {
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return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
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}
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vec2 ease(vec2 x) {
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return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
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}
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vec3 ease(vec3 x) {
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return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
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}
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float saw(float x){
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return abs(mod(x+1,2)-1);
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}
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vec2 saw(vec2 x){
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return abs(mod(x+1,2)-1);
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}
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vec3 saw(vec3 x){
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return abs(mod(x+1,2)-1);
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}
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float cmod(float x, float k){
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return mod(x + k * 0.5, k) - k * 0.5;
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}
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vec2 cmod(vec2 x, float k){
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return mod(x + k * 0.5, k) - k * 0.5;
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}
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vec3 cmod(vec3 x, float k){
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return mod(x + k * 0.5, k) - k * 0.5;
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}
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// RANDOM
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float rand(float seed){
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float v=pow(abs(seed),6./7.);
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v*=sin(v)+1.;
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return fract(v);
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}
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float rand(vec2 n){
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return rand(n.x * 1234 + n.y * 9876);
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}
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// COLORS
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vec3 col(float x){
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return vec3(
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.5*(sin(x*2.*PI)+1.),
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.5*(sin(x*2.*PI+2.*PI/3.)+1.),
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.5*(sin(x*2.*PI-2.*PI/3.)+1.)
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);
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}
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vec3 shift(vec3 c, float f) {
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return vec3(
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c.x * (1 - f) + c.y * f,
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c.y * (1 - f) + c.z * f,
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c.z * (1 - f) + c.x * f
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);
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}
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vec3 shift3(vec3 c, float f) {
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return shift(shift(shift(c, f), f), f);
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}
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float mean(vec3 v)
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{
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return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333;
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}
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float mean(vec4 v)
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{
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return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333;
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}
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// TIME
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float randTime(float seed){
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return rand(seed + mod(floor(iTime * iTempo / 240), 1000));
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}
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float divider(float k, int m)
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{
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// 2 -> 0, 0.5, 1, 2 | 3 -> 0, 0.25, 0.5, 1, 2, 4
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return k * (m * 2 - 1) < 1 ? 0 : pow(2, floor(k * (m * 2 - 1)) - m);
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}
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float modTime(float k, int m, float k2)
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{
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return k * (m * 2 - 1) < 1 ? 0 : mod(divider(k, m) * iTime * iTempo * k2 / 240, 1);
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}
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float modTime(float k, int m)
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{
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return modTime(k, m, 1.0);
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}
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float modTime(float k)
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{
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return modTime(k, 2);
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}
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float sinTime(float k, int m)
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{
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return sin(modTime(k, m, 0.5) * 2 * PI);
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}
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float sinTime(float k)
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{
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return sinTime(k, 2);
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}
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float cosTime(float k, int m)
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{
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return cos(modTime(k, m, 0.5) * 2 * PI);
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}
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float cosTime(float k)
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{
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return cosTime(k, 2);
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}
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// MAGIC
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vec2 magic_f(vec2 F, vec3 B, float i)
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{
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return vec2(
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mix(F.x, randTime(i + 1), B.z + iDemo),
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mix(F.y, randTime(i + 2), B.z + iDemo)
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);
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}
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vec2 magic_f(float i)
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{
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return magic_f(vec2(0), vec3(0, 0, 1), i);
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}
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vec3 magic_b(vec3 B, float i)
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{
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return vec3(
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mix(B.x, step(0.2, randTime(i + 3)), B.z + iDemo),
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mix(B.y, step(0.5, randTime(i + 4)), B.z + iDemo),
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min(1, B.z + iDemo)
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);
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}
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vec3 magic_b(float i)
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{
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return magic_b(vec3(0, 0, 1), i);
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}
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bool magic_trigger(vec3 B, float i)
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{
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return magic_b(B, i).x > 0;
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}
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bool magic_trigger(float i)
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{
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return magic_b(i).x > 0;
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}
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float magic(vec2 F, vec3 B, float i, int m)
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{
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vec2 f = magic_f(F, B, i);
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vec3 b = magic_b(B, i);
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return mix(0, f.x * mix(1 - modTime(f.y, m), cosTime(f.y, m) * 0.5 + 0.5, b.y), b.x);
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}
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float magic(vec2 F, vec3 B, float i)
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{
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return magic(F, B, i, 4);
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}
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float magic(float i)
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{
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return magic(vec2(0), vec3(0, 0, 1), i);
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}
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float magic_reverse(vec2 F, vec3 B, float i, int m)
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{
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vec2 f = magic_f(F, B, i);
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vec3 b = magic_b(B, i);
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return mix(0, f.x * mix(1 - modTime(f.y, m), modTime(f.y, m), b.y), b.x);
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}
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float magic_reverse(vec2 F, vec3 B, float i)
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{
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return magic_reverse(F, B, i, 4);
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}
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float magic_reverse(float i)
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{
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return magic_reverse(vec2(0), vec3(0, 0, 1), i);
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}
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// EFFECTS
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mat2 rot(float angle){
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return mat2(
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cos(angle*2.*PI),-sin(angle*2.*PI),
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sin(angle*2.*PI),cos(angle*2.*PI)
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);
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}
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vec2 lens(vec2 uv, float limit, float power) {
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return uv * (1 + limit + length(uv * power));
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}
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vec2 kal(vec2 uv, float n) {
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float t = atan(uv.y, uv.x) + PI * 0.5;
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float q = 3.0 / (2.0 * PI);
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t = abs(mod(t + PI / (n), 2 * PI / n) - PI / (n));
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return length(uv) * vec2(
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cos(t),
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sin(t)
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);
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}
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vec2 kal2(vec2 uv, float n) {
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float t = atan(uv.y, uv.x) + PI * 0.5;
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float t2 = abs(mod(t + PI / n, 2 * PI / n) - PI / n);
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return length(uv) * vec2(
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cos(t2),
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sin(t2)
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);
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}
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// NOISE
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float noise(vec2 n)
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{
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const vec2 d = vec2(0, 1);
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vec2 b = floor(n);
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vec2 f = fract(n);
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f *= f * (3 - 2 * f);
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return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
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}
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float noise_f(vec2 n, int f)
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{
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float o = noise(n) / 2;
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o += mix(o, noise(n * 2), f > 1 ? 1 : 0) / 4;
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o += mix(o, noise(n * 4), f > 2 ? 1 : 0) / 8;
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o += mix(o, noise(n * 8), f > 3 ? 1 : 0) / 16;
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o += mix(o, noise(n * 16), f > 4 ? 1 : 0) / 32;
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return o;
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}
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// VORONOI
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float v_index(vec2 uv) {
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return floor(uv.x) + floor(uv.y) * 45;
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}
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vec2 v_pos(float i) {
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int iTimeId = int(iTime * iTempo / 60);
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float iTimeV = iTime * iTempo / 60 - iTimeId;
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float x0 = rand(i + 823 + iTimeId);
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float y0 = rand(i + 328 + iTimeId);
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float x1 = rand(i + 823 + iTimeId + 1);
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float y1 = rand(i + 328 + iTimeId + 1);
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return vec2(
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mix(x0, x1, ease(ease(iTimeV))),
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mix(y0, y1, ease(ease(iTimeV)))
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);
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}
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vec4 voronoi(vec2 uv, float dist) {
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vec4 o = vec4(0, 0, 2, 0);
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vec4 t = vec4(0, 0, 2, 0);
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float d, i;
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vec2 uv2, p;
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for (int dx = -1; dx <= 1; dx++) {
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for (int dy = -1; dy <= 1; dy++) {
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uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy);
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i = v_index(uv2);
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p = uv2 + v_pos(i) * dist;
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d = length(p - uv);
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if (d < o.z) {
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t = o;
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o = vec4(p, d, i);
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} else if (d < t.z) {
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t = vec4(p, d, i);
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}
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}
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}
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return vec4(o.z, t.z, o.w, t.w);
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}
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// SHAPES
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float stripe(float x, float k1, float k2)
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{
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return k2 > k1 ? (1 - step(x, k1)) * (step(x, k2)) : ((1 - step(x, k2)) * (step(x, k1)));
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}
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float capsule(vec2 uv, float r, float d, float a)
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{
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uv *= rot(a);
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float f1 = step(uv.x, r) * step(-uv.x, r) * step(uv.y, d - r) * step(-uv.y, d - r);
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float f2 = step(length(uv - vec2(0, d - r)), r);
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float f3 = step(length(uv + vec2(0, d - r)), r);
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return min(1, f1 + f2 + f3);
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}
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float rect(vec2 uv, vec2 c, vec2 size) {
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uv -= c;
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return step(abs(uv.x), size.x) * step(abs(uv.y), size.y);
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}
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float h_rect(vec2 uv, vec2 c, vec2 size, float k) {
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return rect(uv, c, size + k * 0.5) - rect(uv, c, size - k * 0.5);
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}
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// INPUTS
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vec4 reframe(sampler2D tex, vec2 uv)
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{
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uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
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uv = saw(uv);
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return texture(tex, uv);
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}
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vec4 reframe_b(sampler2D tex, vec2 uv)
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{
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uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
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return texture(tex, uv);
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}
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// BLUR
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float gaussian_weight(float x, float sigma)
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{
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return exp(-(x * x) / (2.0 * sigma * sigma));
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}
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vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma, float bloom)
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{
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int x, y;
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vec2 offset;
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float w;
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vec4 sum = vec4(0);
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float weight_sum = 0;
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for (y = -kernel_size; y <= kernel_size; ++y) {
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for (x = -kernel_size; x <= kernel_size; ++x) {
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offset = vec2(x, y) * spm;
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w = gaussian_weight(length(vec2(x, y)), sigma);
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sum += texture(tex, uv + offset) * w;
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weight_sum += w;
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}
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}
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return (sum / weight_sum) * bloom;
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}
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vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma)
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{
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return gauss(tex, uv, kernel_size, spm, sigma, 1.0);
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}
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vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm)
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{
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return gauss(tex, uv, kernel_size, spm, 2.0);
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}
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vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size)
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{
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return gauss(tex, uv, kernel_size, 1 / max(iResolution.x, iResolution.y));
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}
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vec4 gauss(sampler2D tex, vec2 uv)
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{
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return gauss(tex, uv, 3);
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}
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float dither(vec2 uv, float x)
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{
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bool o = false;
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o = o || x * 16 >= 1 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 0;
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o = o || x * 16 >= 2 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 2;
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o = o || x * 16 >= 3 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 2;
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o = o || x * 16 >= 4 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 0;
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o = o || x * 16 >= 5 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 1;
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o = o || x * 16 >= 6 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 3;
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o = o || x * 16 >= 7 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 3;
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o = o || x * 16 >= 8 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 1;
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o = o || x * 16 >= 9 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 0;
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o = o || x * 16 >= 10 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 2;
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o = o || x * 16 >= 11 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 2;
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o = o || x * 16 >= 12 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 0;
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o = o || x * 16 >= 13 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 1;
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o = o || x * 16 >= 14 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 3;
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o = o || x * 16 >= 15 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 3;
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o = o || x * 16 >= 16 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 1;
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return o ? 1 : 0;
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}
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// CP 437
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const int cp437[] = {
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0x0000, 0x0000, 0x0000, 0x0000, // 0x00, NUL
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0x151E, 0x8A87, 0xE19D, 0x789B, // 0x01, SOH, SMILEY BLACK
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0xFBFE, 0xFDF7, 0xEF73, 0x7FEC, // 0x02, STX, SMILEY LIGHT
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0xFFF6, 0x7773, 0x08CE, 0x0013, // 0x03, ETX, HEART
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0xFEC8, 0x7310, 0x08CE, 0x0013, // 0x04, EOT, DIAMOND
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0xFCEC, 0x7131, 0xECEF, 0x3137, // 0x05, ENQ, CLUB
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0xEC88, 0x3100, 0xECEF, 0x3137, // 0x06, ACK, SPADE
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0xC800, 0x3100, 0x008C, 0x0013, // 0x07, BEL, DOT
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0x37FF, 0xCEFF, 0xFF73, 0xFFEC, // 0x08, BS, INVERT DOT
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0x26C0, 0x4630, 0x0C62, 0x0364, // 0x09, HT, CIRCLE
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0xD93F, 0xB9CF, 0xF39D, 0xFC9B, // 0x0A, LF, INVERT CIRCLE
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0xE000, 0xBFEF, 0xE333, 0x1333, // 0x0B, VT, MALE
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0x666C, 0x6663, 0x8E8C, 0x1713, // 0x0C, FF, FEMALE
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0xCCCC, 0x0FCF, 0x7FEC, 0x0000, // 0x0D, CR, NOTE
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0x6E6E, 0xCFCF, 0x3766, 0x06EC, // 0x0E, SO, DOUBLE NOTE
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0x7CA9, 0xE359, 0x9AC7, 0x953E, // 0x0F, SI, SUN
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0xFF71, 0x7100, 0x017F, 0x0001, // 0x10, DLE, RIGHT TRIANGLE
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0xFC00, 0x7774, 0x000C, 0x0477, // 0x11, DC1, LEFT TRIANGLE
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0x8EC8, 0x1731, 0x8CE8, 0x1371, // 0x12, DC2, ARROW UP DOWN
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0x6666, 0x6666, 0x0606, 0x0606, // 0x13, DC3, DOUBLE EXCLAMATION
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0xEBBE, 0xDDDF, 0x0888, 0x0DDD, // 0x14, DC4, PARAGRAPH
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0x6C6C, 0x31C7, 0xE3C6, 0x1313, // 0x15, NAK, ?
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0x0000, 0x0000, 0x0EEE, 0x0777, // 0x16, SYN, HALF SQUARE BOTTOM
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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, int value, int magnitude)
|
||
{
|
||
int i;
|
||
int 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 * 10)) / m));
|
||
m *= 10;
|
||
} else {
|
||
break;
|
||
}
|
||
}
|
||
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 // TODO threshold
|
||
((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, const float seed);
|
||
|
||
subroutine uniform src_stage_sub src_stage;
|
||
|
||
vec4 src_thru(vec2 vUV, sampler2D tex, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
|
||
// controls
|
||
|
||
float hue = magic(seed + 10);
|
||
float saturation = magic(seed + 20);
|
||
float light = magic(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, const float seed)
|
||
{
|
||
return src_thru(vUV, tex0, seed);
|
||
}
|
||
|
||
// SRC 2 : lines
|
||
subroutine(src_stage_sub) vec4 src_2(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float thickness = magic(seed + 10);
|
||
float rotation = magic(seed + 20);
|
||
float distort = magic(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, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float zoom = magic(seed + 10);
|
||
float rotation = magic(seed + 20);
|
||
float lens_v = magic(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, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float spacing = magic(seed + 10);
|
||
float thickness = magic(seed + 20);
|
||
float scroll = magic_reverse(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, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float zoom = magic(seed + 10);
|
||
float voronoi_distort = magic(seed + 20);
|
||
float details = magic(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, const float seed)
|
||
{
|
||
return src_thru(vUV, tex1, seed);
|
||
}
|
||
|
||
// SRC 7 : cp437
|
||
subroutine(src_stage_sub) vec4 src_7(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float zoom = magic(seed + 10);
|
||
vec2 charset = magic_f(seed + 20);
|
||
vec3 charset_ctrl = magic_b(seed + 20);
|
||
float char_delta = magic(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 10
|
||
|
||
const int sentences[SENTENCE_COUNT][20] = {
|
||
{98, 101, 76, 111, 119, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||
{98, 101, 76, 111, 119, 32, 98, 101, 76, 111, 119, 32, 98, 101, 76, 111, 119, 0, 0, 0},
|
||
{67, 39, 101, 115, 116, 32, 108, 97, 32, 116, 101, 117, 102, 0, 0, 0, 0, 0, 0, 0},
|
||
{76, 105, 108, 108, 101, 32, 86, 74, 32, 70, 101, 115, 116, 0, 0, 0, 0, 0, 0, 0},
|
||
{80, 111, 117, 114, 32, 108, 101, 115, 32, 121, 101, 117, 120, 0, 0, 0, 0, 0, 0, 0},
|
||
{80, 111, 117, 114, 32, 108, 101, 115, 32, 111, 114, 101, 105, 108, 108, 101, 115, 0, 0, 0},
|
||
{77, 97, 99, 104, 105, 110, 101, 115, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||
{83, 97, 117, 118, 97, 103, 101, 115, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||
{68, 114, 117, 109, 32, 38, 32, 68, 114, 117, 109, 0, 0, 0, 0, 0, 0, 0, 0, 0},
|
||
{86, 56, 32, 43, 32, 83, 104, 97, 100, 101, 114, 115, 32, 43, 32, 67, 97, 109, 46, 0},
|
||
};
|
||
|
||
const int lengths[SENTENCE_COUNT] = {
|
||
5, 17, 13, 13, 13, 17, 8, 8, 11, 19
|
||
};
|
||
|
||
subroutine(src_stage_sub) vec4 src_8(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float zoom = magic(seed + 10);
|
||
float sentence = magic_reverse(seed + 20);
|
||
float h_delta = magic(seed + 30);
|
||
vec3 h_delta_b = magic_b(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, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
const int text[5] = {0x66, 0x70, 0x73, 0x00, 0x00};
|
||
vec2 uv2 = uv1 * 20;
|
||
|
||
float v = 0;
|
||
|
||
v += write_int(uv2, vec2(0.5, 0.5), iFPS, 3);
|
||
|
||
v += write_5(uv2, vec2(4.0, 0.5), text);
|
||
|
||
return vec4(v);
|
||
}
|
||
|
||
// TODO SRC 10
|
||
subroutine(src_stage_sub) vec4 src_10(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
return texture(tex0, vUV);
|
||
}
|
||
|
||
// SRC 11 : video in 2 + thru
|
||
subroutine(src_stage_sub) vec4 src_11(vec2 vUV, const float seed)
|
||
{
|
||
return src_thru(vUV, tex2, seed);
|
||
}
|
||
|
||
// TODO SRC 12
|
||
subroutine(src_stage_sub) vec4 src_12(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
return texture(tex0, vUV);
|
||
}
|
||
|
||
// TODO SRC 13
|
||
subroutine(src_stage_sub) vec4 src_13(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
return texture(tex0, vUV);
|
||
}
|
||
|
||
// TODO SRC 14
|
||
subroutine(src_stage_sub) vec4 src_14(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
return texture(tex0, vUV);
|
||
}
|
||
|
||
// TODO SRC 15
|
||
subroutine(src_stage_sub) vec4 src_15(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
return texture(tex0, vUV);
|
||
}
|
||
|
||
// SRC 16 : debug
|
||
subroutine(src_stage_sub) vec4 src_16(vec2 vUV, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
// logic
|
||
|
||
// TODO tmp
|
||
|
||
return texture(tex0, vUV);
|
||
}
|
||
|
||
// 6. effects
|
||
// ----------
|
||
|
||
subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed);
|
||
|
||
subroutine uniform fx_stage_sub fx_stage;
|
||
|
||
// FX 1 : thru
|
||
subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float hue = magic(seed + 10);
|
||
float saturation = magic(seed + 20);
|
||
float light = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 2 : feedback + shift
|
||
vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float zoom = magic(seed + 10);
|
||
float x_shift = magic(seed + 20);
|
||
float y_shift = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
return fx_shift(vUV, previous, feedback, seed);
|
||
}
|
||
|
||
// FX 3 : shift
|
||
subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
return fx_shift(vUV, previous, previous, seed);
|
||
}
|
||
|
||
// FX 4 : colorize
|
||
subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float c_black = magic(seed + 10);
|
||
bool c_black_trigger = magic_trigger(seed + 10);
|
||
float c_white = magic(seed + 20);
|
||
bool c_white_trigger = magic_trigger(seed + 20);
|
||
float delta = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 5 : quantize
|
||
subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float pixel_size = magic(seed + 10);
|
||
float quantize = magic(seed + 20);
|
||
bool quantize_trigger = magic_trigger(seed + 20);
|
||
float blur = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 6 : dithering
|
||
subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float pixel_size = magic(seed + 10);
|
||
bool pixel_size_trigger = magic_trigger(seed + 10);
|
||
float quantize = magic(seed + 20);
|
||
bool quantize_trigger = magic_trigger(seed + 20);
|
||
float blur = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 7 : tv
|
||
subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float lens_v = magic(seed + 10);
|
||
float horizontal_noise = magic(seed + 20);
|
||
float zoom = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 8 : kaleidoscope
|
||
subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float axes = magic(seed + 10);
|
||
float axes_trigger = magic_b(seed + 10).x;
|
||
float rotation = magic(seed + 20);
|
||
float h_scroll = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 9 : cp437
|
||
subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float zoom = magic(seed + 10);
|
||
vec2 charset = magic_f(seed + 20);
|
||
vec3 charset_ctrl = magic_b(seed + 20);
|
||
float char_delta = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// FX 10 : lens
|
||
subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
float lens_v1 = magic(seed + 10);
|
||
float lens_v2 = magic(seed + 20);
|
||
float zoom = magic(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 vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// TODO FX 11
|
||
subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
// logic
|
||
|
||
vec3 c0 = texture(previous, uv0).xyz;
|
||
vec3 c = c0;
|
||
|
||
return vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// TODO FX 12
|
||
subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
// logic
|
||
|
||
vec3 c0 = texture(previous, uv0).xyz;
|
||
vec3 c = c0;
|
||
|
||
return vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// TODO FX 13
|
||
subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
// logic
|
||
|
||
vec3 c0 = texture(previous, uv0).xyz;
|
||
vec3 c = c0;
|
||
|
||
return vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// TODO FX 14
|
||
subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
// logic
|
||
|
||
vec3 c0 = texture(previous, uv0).xyz;
|
||
vec3 c = c0;
|
||
|
||
return vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// TODO FX 15
|
||
subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
// logic
|
||
|
||
vec3 c0 = texture(previous, uv0).xyz;
|
||
vec3 c = c0;
|
||
|
||
return vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// TODO FX 16
|
||
subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
float ratio = iResolution.x / iResolution.y;
|
||
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
|
||
|
||
// controls
|
||
|
||
float fx = magic(seed);
|
||
|
||
// logic
|
||
|
||
vec3 c0 = texture(previous, uv0).xyz;
|
||
vec3 c = c0;
|
||
|
||
return vec4(mix(c0, c, fx), 1.0);
|
||
}
|
||
|
||
// 7. mix
|
||
// ----------
|
||
|
||
subroutine vec4 mix_stage_sub(vec2 vUV, sampler2D tex_a, sampler2D tex_a, const float seed);
|
||
|
||
subroutine uniform mix_stage_sub mix_stage;
|
||
|
||
// MIX 1 : mix
|
||
subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
|
||
// controls
|
||
|
||
float mix_src = magic(seed + 10);
|
||
|
||
// logic
|
||
|
||
vec4 color_a = texture(ta, vUV);
|
||
vec4 color_b = texture(tb, vUV);
|
||
|
||
return mix(color_b, color_a, mix_src);
|
||
}
|
||
|
||
// MIX 2 : luminance key
|
||
subroutine(mix_stage_sub) vec4 mix_2(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
// start
|
||
|
||
vec2 uv0 = vUV.st;
|
||
|
||
// controls
|
||
|
||
float mix_src = magic(seed + 10);
|
||
|
||
// logic
|
||
|
||
vec4 color_a = texture(ta, vUV);
|
||
vec4 color_b = texture(tb, vUV);
|
||
|
||
float k = mean(color_a);
|
||
|
||
return mix(color_b, color_a, step(mix_src, k));
|
||
}
|
||
|
||
// alternate mix 1 / 2 for random selection
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_3(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_4(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_5(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_6(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_7(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_8(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_9(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_10(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_11(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_12(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_13(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_14(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_15(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_1(vUV, ta, tb, seed);
|
||
}
|
||
|
||
subroutine(mix_stage_sub) vec4 mix_16(vec2 vUV, sampler2D ta, sampler2D tb, const float seed)
|
||
{
|
||
return mix_2(vUV, ta, tb, seed);
|
||
} |