rename uniforms
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1683d2bbe9
commit
53a62f639e
5 changed files with 59 additions and 37 deletions
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@ -13,8 +13,8 @@ precision mediump float;
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# endif
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#endif
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform float uTime;
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uniform vec2 uResolution;
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/* ==== Text Colouring ==== */
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#define PHOSPHOR_COL vec4(196./255., 167./255., 231./255., 1.)
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@ -49,9 +49,9 @@ float roundLine(vec2 p, vec2 a, vec2 b) {
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b -= a + vec2(1.0,0.);
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p -= a;
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float f = length(p-clamp(dot(p,b)/dot(b,b),0.0,1.0)*b);
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if (u_resolution.y < 320.) // attempt to get rid of aliasing on small resolution
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if (uResolution.y < 320.) // attempt to get rid of aliasing on small resolution
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return smoothstep(1.0, 0.9, f);
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else if (u_resolution.y < 720.)
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else if (uResolution.y < 720.)
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return smoothstep(0.75, 0.5, f);
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else
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return smoothstep(1., 0., f);
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@ -196,7 +196,7 @@ float vt220Font(vec2 p, float c) {
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// https://www.shadertoy.com/view/llSXDV (same author as VT220 font rendering)
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//
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float textLines(vec2 uvG) {
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float wt = 5. * (u_time + 0.5*sin(u_time*1.4) + 0.2*sin(u_time*2.9)); // wobbly time
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float wt = 5. * (uTime + 0.5*sin(uTime*1.4) + 0.2*sin(uTime*2.9)); // wobbly time
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vec2 uvGt = uvG + vec2(0., floor(wt));
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float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
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@ -275,7 +275,7 @@ float fbm( in vec2 _st) {
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// XXX: TODO: use two shaders, the first on a MUCH lower resolution (one pixel for each text character)
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// XXX: TODO: then the second should map those pixel values to higher resolution text characters
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution;
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vec2 uv = gl_FragCoord.xy / uResolution;
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vec2 st = uv * SCALE;
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// // uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
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@ -295,13 +295,13 @@ void main() {
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// gl_FragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL;
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vec2 q = vec2(
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fbm( st + 0.*u_time),
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fbm( st + 0.*uTime),
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fbm( st + vec2(1.0))
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);
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vec2 r = vec2(
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fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time ),
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fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time)
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fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*uTime ),
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fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*uTime)
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);
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float f = fbm(st+r);
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