mirror of
https://github.com/cyberboy666/r_e_c_u_r.git
synced 2025-12-05 16:00:06 +01:00
added some mix shaders
This commit is contained in:
@@ -76,8 +76,6 @@ class Actions(object):
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print('is selected shader: {}'.format(is_selected_shader))
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if is_selected_shader and selected_shader['param_number'] > 0:
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self.set_shader_param_mode()
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elif is_shader and selected_shader['shad_type'] == '0in' and self.shaders.selected_status == '▶':
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self.video_driver.current_player.toggle_pause()
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def clear_all_slots(self):
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self.data.clear_all_slots()
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@@ -269,12 +267,8 @@ class Actions(object):
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def toggle_shaders(self):
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if self.shaders.selected_status == '▶':
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self.shaders.stop_selected_shader()
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if self.shaders.selected_shader['shad_type'] == '0in':
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self.video_driver.current_player.toggle_pause()
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elif self.shaders.selected_status == '■':
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self.shaders.start_selected_shader()
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if self.shaders.selected_shader['shad_type'] == '0in':
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self.video_driver.current_player.toggle_pause()
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else:
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self.message_handler.set_message('INFO', 'no shader loaded')
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@@ -1 +1 @@
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"0-4"
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"1-2"
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75
shader_experiments/Shaders/2-input/add_mix.frag
Normal file
75
shader_experiments/Shaders/2-input/add_mix.frag
Normal file
@@ -0,0 +1,75 @@
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//2-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec4 mixBlendAdd0(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if(u_x0 * hsvTexColour0.z < (1.0 - u_x0) * hsvTexColour1.x){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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}
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vec4 mixBlendAdd1(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if(u_x0 * hsvTexColour0.z < (1.0 - u_x0) * hsvTexColour1.x){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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}
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void main() {
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vec2 pos = v_texcoord;
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vec4 texColour0;
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vec4 texColour1;
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texColour0 = texture2D(u_tex0, v_texcoord);
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texColour1 = texture2D(u_tex1, v_texcoord);
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vec4 colour;
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if(u_x1 > 0.5){colour = mixBlendAdd0(texColour0, texColour1);}
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else{colour = mixBlendAdd1(texColour0, texColour1);}
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gl_FragColor = colour;
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}
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42
shader_experiments/Shaders/2-input/blend_add.frag
Normal file
42
shader_experiments/Shaders/2-input/blend_add.frag
Normal file
@@ -0,0 +1,42 @@
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//2-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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vec4 mixBlend(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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colour = texColour0;
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colour.xyz = u_x0 * texColour0.xyz + (1.0 - u_x0) * texColour1.xyz;
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return colour;
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}
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void main() {
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vec2 pos = v_texcoord;
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vec4 texColour0;
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vec4 texColour1;
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texColour0 = texture2D(u_tex0, v_texcoord);
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texColour1 = texture2D(u_tex1, v_texcoord);
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vec4 colour;
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colour = mixBlend(texColour0, texColour1);
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gl_FragColor = colour;
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}
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71
shader_experiments/Shaders/2-input/luma_key.frag
Normal file
71
shader_experiments/Shaders/2-input/luma_key.frag
Normal file
@@ -0,0 +1,71 @@
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//2-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec4 mixLuma0(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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if(hsvTexColour0.z > u_x0){colour = texColour0;}
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else {colour = texColour1;}
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return colour;
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}
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vec4 mixLuma1(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if(hsvTexColour1.z > u_x0){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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}
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void main() {
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vec2 pos = v_texcoord;
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vec4 texColour0;
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vec4 texColour1;
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texColour0 = texture2D(u_tex0, v_texcoord);
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texColour1 = texture2D(u_tex1, v_texcoord);
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vec4 colour;
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if(u_x1 > 0.5){colour = mixLuma0(texColour0, texColour1);}
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else{colour = mixLuma1(texColour0, texColour1);}
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gl_FragColor = colour;
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}
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182
shader_experiments/Shaders/2-input/mixShader.frag
Normal file
182
shader_experiments/Shaders/2-input/mixShader.frag
Normal file
@@ -0,0 +1,182 @@
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//pro-shader
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//written by Tim Caldwell
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//this is a basic example of how to effect input textures position
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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uniform float u_x4;
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec4 mixVeritcalWipe(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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if(v_texcoord.x > u_x0){colour = texColour0;}
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else {colour = texColour1;}
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return colour;
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}
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vec4 mixHorizontalWipe(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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if(v_texcoord.y > u_x0){colour = texColour0;}
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else {colour = texColour1;}
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return colour;
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}
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vec4 mixLuma0(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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if(hsvTexColour0.z > u_x0){colour = texColour0;}
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else {colour = texColour1;}
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return colour;
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}
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vec4 mixLuma1(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if(hsvTexColour1.z > u_x0){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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}
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vec4 mixBlend(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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colour = texColour0;
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colour.xyz = u_x0 * texColour0.xyz + (1.0 - u_x0) * texColour1.xyz;
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return colour;
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}
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vec4 mixBlendAdd(vec4 texColour0, vec4 texColour1) {
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vec4 colour;
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vec3 hsvTexColour0 = rgb2hsv(texColour0.rgb);
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vec3 hsvTexColour1 = rgb2hsv(texColour1.rgb);
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if(u_x0 * hsvTexColour0.z < (1.0 - u_x0) * hsvTexColour1.x){colour = texColour1;}
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else {colour = texColour0;}
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return colour;
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}
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vec4 zoom(sampler2D tex, vec2 pos){
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vec4 texColourZoom;
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vec2 center;
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//center = vec2(u_x3 / u_resolution.x, u_x4 / u_resolution.y);
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center = vec2(u_x4, 0.5);
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pos.x = (pos.x - center.x)*(0.5 / u_x3) + center.x;
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pos.y = (pos.y - center.y)*(0.5 / u_x3) + center.y;
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if((pos.x < 0.0)||(pos.y < 0.0)||(pos.x > 1.0)||(pos.y > 1.0)){
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texColourZoom = vec4(0.0);
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}
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else{
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texColourZoom = texture2D(tex, pos);
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}
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return texColourZoom;
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}
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/* memory runs out when tryign this
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vec4 rotate(sampler2D tex, vec2 pos){
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vec4 texColourRotate;
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vec2 center;
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//center = vec2(u_x3 / u_resolution.x, u_x4 / u_resolution.y);
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center = vec2(u_x4, 0.5);
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float r = distance(center, pos);
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float a = atan(pos.x - center.x, pos.y - center.y);
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pos.x = r * cos(a + 2.0 * 3.141592 * u_x3) + 0.5;
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pos.y = r * sin(a + 2.0 * 3.141592 * u_x3) + 0.5;
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if((pos.x < 0.0)||(pos.y < 0.0)||(pos.x > 1.0)||(pos.y > 1.0)){
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texColourRotate = vec4(0.0);
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}
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else{
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texColourRotate = texture2D(tex, pos);
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}
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return texColourRotate;
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}
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*/
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void main() {
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vec2 pos = v_texcoord;
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vec4 texColour0;
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vec4 texColour1;
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if(0.2 <= u_x2 && u_x2 <= 0.4 ) {
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texColour0 = zoom(u_tex0, v_texcoord);
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texColour1 = zoom(u_tex1, v_texcoord);
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}
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//else if(0.6 <= u_x2 && u_x2 <= 0.8 ) {
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//texColour0 = rotate(u_tex0, v_texcoord);
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//texColour1 = rotate(u_tex1, v_texcoord);
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//}
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else{
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texColour0 = texture2D(u_tex0, v_texcoord);
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texColour1 = texture2D(u_tex1, v_texcoord);
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}
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vec4 colour;
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if(0.0 <= u_x1 && u_x1 <= 0.2 ) {colour = mixVeritcalWipe(texColour0, texColour1);}
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else if(0.2 <= u_x1 && u_x1 <= 0.4 ) {colour = mixLuma0(texColour0, texColour1);}
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else if(0.4 <= u_x1 && u_x1 <= 0.6 ) {colour = mixLuma1(texColour0, texColour1);}
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else if(0.6 <= u_x1 && u_x1 <= 0.8 ) {colour = mixBlend(texColour0, texColour1);}
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else if(0.8 <= u_x1 && u_x1 <= 1.0 ) {colour = mixBlendAdd(texColour0, texColour1);}
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//hue and satuation displacement
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if(0.4 <= u_x2 && u_x2 <= 0.6 ) {
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vec3 hsv = rgb2hsv(colour.rgb);
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//hsv.x += u_x2 - 0.5;
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hsv.y = 2.0*u_x3* hsv.y;
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//hsv.z += u_x2 - 0.5;
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hsv.x = 2.0*u_x4* hsv.x;
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vec3 rgb = hsv2rgb(hsv.xyz);
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colour = vec4(rgb, colour.a);
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}
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//---------
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gl_FragColor = colour;
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}
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36
shader_experiments/Shaders/2-input/wipe.frag
Normal file
36
shader_experiments/Shaders/2-input/wipe.frag
Normal file
@@ -0,0 +1,36 @@
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//2-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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void main(){
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vec2 pos = v_texcoord;
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vec4 texColour0 = texture2D(u_tex0, v_texcoord);
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vec4 texColour1 = texture2D(u_tex1, v_texcoord);
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vec4 colour;
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if(v_texcoord.x > u_x0 && v_texcoord.y > u_x1){colour = texColour0;}
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else {colour = texColour1;}
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gl_FragColor = colour;
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||||
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}
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||||
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||||
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||||
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@@ -70,7 +70,7 @@ class Shaders(object):
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|
||||
def load_selected_shader(self):
|
||||
self.selected_param_values = [0.0,0.0,0.0,0.0]
|
||||
self.osc_client.send_message("/shader/load", [self.selected_shader['path'],True,self.selected_shader['param_number']])
|
||||
self.osc_client.send_message("/shader/load", [self.selected_shader['path'],self.selected_shader['shad_type'] == '2in',self.selected_shader['param_number']])
|
||||
if not self.selected_status == '▶':
|
||||
self.selected_status = '■'
|
||||
|
||||
|
||||
Reference in New Issue
Block a user