473 lines
13 KiB
GLSL
473 lines
13 KiB
GLSL
#include inc_res.glsl
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#include inc_magic.glsl
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#include inc_functions.glsl
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#ifndef INC_SRC
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#define INC_SRC
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uniform sampler2D iTex0;
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uniform sampler2D iTex3;
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uniform sampler2D iTex4;
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subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3);
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vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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// controls
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float hue = magic(f1, b1, seed + 10);
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float saturation = magic(f2, b2, seed + 20);
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float light = magic(f3, b3, seed + 30);
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// logic
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vec3 c = texture(tex, uv0).xyz;
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c = shift3(c, hue);
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c *= 1 + saturation;
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c = mix(c + light * 2.0, c - (1 - light) * 2.0, step(0.5, light));
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// output
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return vec4(c, 1.);
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}
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// SRC 1: feedback + thru
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 2 : lines
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subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float thickness = magic(f1, b1, seed + 10);
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float rotation = magic(f2, b2, seed + 20);
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float distort = magic(f3, b3, seed + 30);
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// logic
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vec2 uv2 = uv1;
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uv2.y *= cos(uv2.x * 5 * distort);
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uv2 *= rot(rotation + iBeats / 16);
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float k = thickness * 2;
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uv2.y = cmod(uv2.y, k * 2 + 0.1);
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float f = istep(k * 0.125 + 0.05, uv2.y) * istep(k * 0.125 + 0.01, -uv2.y);
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return vec4(f);
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}
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// SRC 3 : dots
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subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float zoom = magic(f1, b1, seed + 10);
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float rotation = magic(f2, b2, seed + 20);
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float lens_v = magic(f3, b3, seed + 30);
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// logic
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vec2 uv2 = uv1;
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float k1 = lens_v * 5;
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uv2 = lens(uv2, -k1, k1);
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uv2 = kal(uv2, 5);
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uv2 *= rot(rotation + iBeats / 16);
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float k = zoom * 0.1 + 0.05;
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uv2 = cmod(uv2, k * 2);
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float f = istep(k / (1 + length(uv1) * 2), length(uv2));
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return vec4(f);
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}
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// SRC 4 : waves
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subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float spacing = magic(f1, b1, seed + 10);
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float thickness = magic(f2, b2, seed + 20);
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float scroll = magic_reverse(f3, b3, seed + 30);
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// logic
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vec2 uv2 = uv1;
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uv2.y += 0.5;
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uv2 *= 2.25;
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uv2 = vec2((uv2.x + 1) * 0.5, -uv2.y);
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float m1 = spacing * 4.5 + 0.5;
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float y = log(-uv2.y) * m1;
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y = mod(y + scroll * 5.0 - iBeats / 16, 5.);
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float id = floor(y) * 32;
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float s = cos(uv2.x * rand(id + 837) * 100 + rand(id + 281) * PI)
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+ cos(uv2.x * rand(id + 231) * 100 + rand(id + 526) * PI)
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+ cos(uv2.x * rand(id + 746) * 100 + rand(id + 621) * PI)
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+ cos(uv2.x * rand(id + 235) * 100 + rand(id + 315) * PI)
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+ cos(uv2.x * rand(id + 782) * 100 + rand(id + 314) * PI)
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+ cos(uv2.x * rand(id + 241) * 100 + rand(id + 734) * PI)
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+ cos(uv2.x * rand(id + 416) * 100 + rand(id + 425) * PI)
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+ cos(uv2.x * rand(id + 315) * 100 + rand(id + 525) * PI)
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+ cos(uv2.x * rand(id + 423) * 100 + rand(id + 743) * PI)
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+ cos(uv2.x * rand(id + 637) * 100 + rand(id + 245) * PI);
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s *= 0.1;
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float cut = 0.025 + thickness * 0.475;
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float y2 = min(1.0, -(uv2.y));
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float f = (0.1 + 0.9 * (cos((y2 + 1.0) * PI) * 0.5 + 0.5)) * istep(0, uv2.y) * istep(cut, fract(y + (s - 1) * (1 - cut) * 0.5));
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return vec4(f);
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}
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// SRC 5 : noise
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subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float zoom = magic(f1, b1, seed + 10);
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float voronoi_distort = magic(f2, b2, seed + 20);
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float details = magic(f3, b3, seed + 30);
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float noise_factor = magic(seed + 40);
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// logic
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vec2 uv2 = uv1;
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uv2 *= zoom * 20 + 3;
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uv2.x += iBeats;
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vec4 data = voronoi(uv2, voronoi_distort);
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float f = data.x / (data.x + data.y);
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f = sin(f * PI * (details * 20)) * 0.5 + 1;
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int nf = int(noise_factor * 6);
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f *= mix(1, noise_f(uv2, nf - 1), step(0.0, float(nf)));
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return vec4(f);
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}
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// SRC 6 : video in 1 + thru
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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if (iDemo > 0) {
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return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
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}
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return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
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}
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#include inc_cp437.glsl
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// SRC 7 : cp437
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subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float zoom = magic(f1, b1, seed + 10);
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vec2 charset = magic_f(f2, b2, seed + 20);
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vec3 charset_ctrl = magic_b(b2, seed + 20);
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float char_delta = magic(f3, b3, seed + 30);
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// logic
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vec2 uv2 = uv1;
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uv2 *= zoom * 20 + 3;
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uv2 += iBeats;
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uv2 = mod(uv2, 100) + 100;
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int start_char = charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2] : 0x01;
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int char_span = int((charset_ctrl.x > 0 ? charsets[int(charset.x * CHARSETS) * 2 + 1] : 255));
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char_span = int(char_span * max(1 - charset.y, 1 / (char_span * 0.75)));
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ivec2 uv2i = ivec2(uv2);
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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);
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uv2 = mod(uv2, 1);
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float f = char(uv2, code) ? 1 : 0;
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return vec4(f);
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}
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// SRC 8 : sentences
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#include inc_sentences.glsl
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subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float zoom = magic(f1, b1, seed + 10);
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float sentence = magic_reverse(f2, b2, seed + 20);
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float h_delta = magic(f3, b3, seed + 30);
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vec3 h_delta_b = magic_b(b3, seed + 30);
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// logic
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vec2 uv2 = uv1;
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uv2 *= (1 + zoom) * 12;
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uv2.y += 0.5;
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int s = int(sentence * (SENTENCE_COUNT - 1));
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uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
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uv2.y = mix(uv2.y, mod(uv2.y, 1), h_delta_b.x);
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float f = write_20(uv2, vec2(-float(lengths[s]) * 0.5, 0), sentences[s]);
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return vec4(f);
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}
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// SRC 9 : sentences repeat
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subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float h_shift = magic(f1, b1, seed + 10);
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float sentence = magic_reverse(f2, b2, seed + 20);
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float h_delta = magic(f3, b3, seed + 30);
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vec3 h_delta_b = magic_b(b3, seed + 30);
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// logic
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vec2 uv2 = uv1;
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uv2.x += h_shift;
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uv2 *= 15;
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uv2.y += 0.5;
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int s = int(sentence * (SENTENCE_COUNT - 1));
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float slen = float(lengths[s]);
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uv2.x += floor(uv2.y) * (h_delta - 0.5) * 2;
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uv2.x = cmod(uv2.x, slen + 1);
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vec2 uv3 = uv2;
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uv3.y = mix(uv3.y, mod(uv3.y, 1), h_delta_b.x);
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float f = write_20(uv3, vec2(-slen * 0.5, 0), sentences[s]);
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f *= (1 - abs(floor(uv2.y) * 0.125)) * (1 - abs(floor(uv2.y) * 0.125));
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return vec4(f);
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}
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// SRC 10 : isometric grid
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subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float zoom = 5 + magic(f1, b1, seed + 10) * 15;
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float h_scroll = magic(f2, b2, seed + 20);
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float max_elevation = magic(f3, b3, seed + 30) * 0.5;
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float thick = 0.1;
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// logic
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vec2 uv2 = uv1;
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vec2 uv3 = iso(uv2);
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uv3 += vec2(h_scroll, 0);
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uv3 *= round(zoom);
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vec2 umax = vec2(round(zoom), 300);
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vec2 u0 = mod(floor(uv3), umax);
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vec2 u1 = mod(floor(uv3 + vec2(1, 0)), umax);
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vec2 u2 = mod(floor(uv3 + vec2(0, 1)), umax);
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vec2 u3 = mod(floor(uv3 + vec2(-1, 0)), umax);
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vec2 u4 = mod(floor(uv3 + vec2(0, -1)), umax);
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float e0 = (rand(floor(u0)) * 2 - 1) * max_elevation;
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float e1 = (rand(floor(u1)) * 2 - 1) * max_elevation;
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float e2 = (rand(floor(u2)) * 2 - 1) * max_elevation;
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float e3 = (rand(floor(u3)) * 2 - 1) * max_elevation;
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float e4 = (rand(floor(u4)) * 2 - 1) * max_elevation;
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uv3 = mod(uv3, 1.0) - 0.5;
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float f = 0;
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f = line(uv3, vec2(0, 0) - iso_z(e0), vec2(1, 0) - iso_z(e1), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, 1) - iso_z(e2), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(-1, 0) - iso_z(e3), thick)
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+ line(uv3, vec2(0, 0) - iso_z(e0), vec2(0, -1) - iso_z(e4), thick);
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return vec4(f);
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}
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// SRC 11 : video in 2 + thru
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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if (iDemo > 0) {
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return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
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}
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return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3);
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}
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// SRC 12 : Scales
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subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float zoom = 5 + magic(f1, b1, seed + 10) * 15;
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float shape = magic(f2, b2, seed + 20);
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float repeat = 1 + magic(f3, b3, seed + 30) * 10;
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// logic
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float f = 0;
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vec2 uv2 = uv1;
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uv2 *= zoom;
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uv2 = mod(uv2, 4);
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vec2 uv3 = uv2;
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uv3.y = mix(uv3.y, -uv3.y, step(2, uv2.x) * step(2, uv2.y));
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uv3.y = mix(uv3.y, -uv3.y, istep(2, uv2.x) * istep(2, uv2.y));
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uv3.y = -uv3.y;
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uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.x) * step(1, uv2.x));
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uv3.x = mix(-uv3.x, uv3.x, istep(3, uv2.y) * step(1, uv2.y));
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f = istep(0.5, saw((length(mod(uv3, 1)) + shape + 0.5) * repeat));
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f = mix(1 - f, f, istep(1, abs(uv2.y - 2)) * istep(2, uv2.x));
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f = mix(1 - f, f, step(1, abs(uv2.y - 2)) * step(2, uv2.x));
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return vec4(f);
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}
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// TODO SRC 13
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subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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// logic
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return texture(iTex0, vUV);
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}
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// TODO SRC 14
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subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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// logic
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return texture(iTex0, vUV);
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}
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// TODO SRC 15
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subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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// controls
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float circle = magic(f1, b1, seed + 10);
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float x_shift = magic(f2, b2, seed + 20);
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float grid_size = 0.1 + magic(f3, b3, seed + 30) * 0.9;
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bool show_grid = magic_trigger(b3, seed + 30);
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// logic
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float f = 0;
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f += istep(circle * 0.5, length(uv1));
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float txt = 0;
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float txt_rect = rect(uv1 * 10, vec2(0), vec2(2, 1));
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txt += write_int(uv1 * 10, vec2(-1.33,-0.5), int(mod(iBeats, 4) + 1), 1);
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txt += char_at(uv1 * 10, vec2(-0.33, -0.5), 0x2E);
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txt += write_int(uv1 * 10, vec2(0.66,-0.5), int((mod(iBeats, 4) + 1) * 10), 1);
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float grid = 0;
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grid = istep(grid_size * 0.1, mod(uv1.x + grid_size * 0.05, grid_size)) + istep(grid_size * 0.1, mod(uv1.y + grid_size * 0.05, grid_size));
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grid = mix(grid, 0, show_grid ? min(1, f + txt_rect) : 1);
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vec3 c = vec3(istep(0.25, mod(uv0.x + x_shift, 0.5)), istep(0.25, mod(uv0.x + 0.125 + x_shift, 0.5)), istep(0.5, mod(uv0.x + x_shift, 1.0)));
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c = mix(c, 1 - c, f);
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c = mix(c, vec3(txt), txt_rect);
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c = mix(c, vec3(grid) * 0.5, grid);
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return vec4(c, 1);
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}
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#endif |