Enable crinkler
This commit is contained in:
@ -350,7 +350,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<Culture>0x0409</Culture>
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<Culture>0x0409</Culture>
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</ResourceCompile>
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</ResourceCompile>
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<Link>
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<Link>
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<AdditionalOptions>/RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)</AdditionalOptions>
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<AdditionalOptions>/CRINKLER /RANGE:opengl32 /HASHTRIES:500 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)</AdditionalOptions>
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<AdditionalDependencies>opengl32.lib;dsound.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>opengl32.lib;dsound.lib;src/sointu/song.obj;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>out\leviathan-release.exe</OutputFile>
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<OutputFile>out\leviathan-release.exe</OutputFile>
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<SuppressStartupBanner>
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<SuppressStartupBanner>
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@ -407,7 +407,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<FavorSizeOrSpeed>Size</FavorSizeOrSpeed>
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<FavorSizeOrSpeed>Size</FavorSizeOrSpeed>
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<AdditionalIncludeDirectories>../;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>../;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WINDOWS;A32BITS;SIMD;NDEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>WINDOWS;A32BITS;SIMD;NDEBUG;_CRT_SECURE_NO_WARNINGS;WINDOWS_IGNORE_PACKING_MISMATCH;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<StringPooling>false</StringPooling>
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<StringPooling>false</StringPooling>
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<ExceptionHandling>false</ExceptionHandling>
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<ExceptionHandling>false</ExceptionHandling>
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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@ -428,7 +428,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
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<WholeProgramOptimization>false</WholeProgramOptimization>
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<WholeProgramOptimization>false</WholeProgramOptimization>
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<SmallerTypeCheck>false</SmallerTypeCheck>
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<SmallerTypeCheck>false</SmallerTypeCheck>
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<BasicRuntimeChecks>Default</BasicRuntimeChecks>
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<BasicRuntimeChecks>Default</BasicRuntimeChecks>
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<EnableEnhancedInstructionSet>NotSet</EnableEnhancedInstructionSet>
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<EnableEnhancedInstructionSet>NoExtensions</EnableEnhancedInstructionSet>
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<OmitDefaultLibName>true</OmitDefaultLibName>
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<OmitDefaultLibName>true</OmitDefaultLibName>
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<DisableLanguageExtensions>false</DisableLanguageExtensions>
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<DisableLanguageExtensions>false</DisableLanguageExtensions>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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@ -3,6 +3,9 @@
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static float window[FFT_SIZE];
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static float window[FFT_SIZE];
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constexpr float M_PI = 3.14159;
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// Call once before use
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// Call once before use
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void init_hamming_window() {
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void init_hamming_window() {
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for (int i = 0; i < FFT_SIZE; i++) {
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for (int i = 0; i < FFT_SIZE; i++) {
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@ -2,11 +2,6 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <math.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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#define FFT_SIZE 4096
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#define FFT_SIZE 4096
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void init_hamming_window();
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void init_hamming_window();
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void compute_fft(float* time_data, float* freq_out);
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void compute_fft(float* time_data, float* freq_out);
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@ -3,7 +3,7 @@ precision mediump float;
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out vec4 o;
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out vec4 o;
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const float PI = 22./7.;
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const float PI = 22./7.;
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layout(location = 0) uniform float syncs[7];
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layout(location = 0) uniform float syncs[7];
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layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 8) uniform float fft_output[1024]; // FFT_SIZE / 4
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float u_time = syncs[0];
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float u_time = syncs[0];
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vec3 render(vec2 uv, float time) {
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vec3 render(vec2 uv, float time) {
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@ -11,7 +11,7 @@ const char *fragment_frag =
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"out vec4 f;"
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"out vec4 f;"
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"const float m=22./7.;"
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"const float m=22./7.;"
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"layout(location=0)uniform float v[7];"
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"layout(location=0)uniform float v[7];"
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"layout(location=8)uniform float l[512];"
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"layout(location=8)uniform float l[1024];"
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"float n=v[0];"
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"float n=v[0];"
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"void main()"
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"void main()"
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"{"
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"{"
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