testing
This commit is contained in:
@ -6,7 +6,7 @@ PROJECT_INFO_FILE=prod.nfo
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PROJECT_SCREENSHOT=
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# Currently active config file name
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ACTIVE_CONFIG=minified.config
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ACTIVE_CONFIG=base.config
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# ------- GUI options/preferences --------
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# Automatically rebuild DLLs when things have changed?
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@ -27,10 +27,10 @@ SECOND_PASS_NEGATIVE_TIME=1
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USE_TEXTS=1
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USE_TEXTS_UNIFORM=1
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TEXTS_UNIFORM_NAME='texts'
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TEXT_BITMAP_RESOLUTION_X=1024
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TEXT_BITMAP_RESOLUTION_Y=1024
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TEXT_BITMAP_RESOLUTION_X=2048
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TEXT_BITMAP_RESOLUTION_Y=512
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TEXT_FONT_NAME='Segoe UI Black'
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TEXT_FONT_SIZE=120
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TEXT_FONT_SIZE=32
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TEXT_FONT_STRIKEOUT=0
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TEXT_FONT_UNDERLINE=0
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TEXT_FONT_ITALIC=0
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78
shader.glsl
78
shader.glsl
@ -1,16 +1,18 @@
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#version 120
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uniform float time;
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uniform vec2 resolution;
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uniform sampler2D texture_sampler;
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uniform sampler2D texts;
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float zoom = 1.;
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float gTime = 0.;
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int getBeat(void) {
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return floor(abs(time*4) / (60./133) );
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float getBeat(void) {
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return floor(abs(time*4.) / (60./133.) );
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}
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int getBar(void) {
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return floor(abs(time) / (60./133));
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float getBar(void) {
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return floor(abs(time) / (60./133.));
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}
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vec2 csqr(vec2 a) {
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@ -91,12 +93,12 @@ void CoolSphere(out vec4 fragColor, in vec2 fragCoord) {
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// raymarch
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vec3 col = raymarch(ro, rd, tmm);
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if(tmm.x < 0.)
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col = texture2D(texture_sampler, rd).rgb;
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col = texture2D(texture_sampler, rd.xy).rgb;
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else {
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vec3 nor = (ro + tmm.x * rd) / 2.;
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nor = reflect(rd, nor);
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float fre = pow(.5 + clamp(dot(nor, rd), 0.0, 1.0), 3.) * 1.3;
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col += texture2D(texture_sampler, nor).rgb * fre;
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col += texture2D(texture_sampler, nor.xy).rgb * fre;
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}
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@ -157,7 +159,7 @@ float map(vec3 pos, float time) {
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return box_set1;
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}
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void mainImage2(out vec4 fragColor, in vec2 fragCoord) {
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vec4 mainImage2(vec2 fragCoord) {
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vec2 p = (fragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);
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vec3 ro = vec3(0., -0.2, time * 4.);
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vec3 ray = normalize(vec3(p, 1.5));
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@ -179,12 +181,9 @@ void mainImage2(out vec4 fragColor, in vec2 fragCoord) {
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t += d * 0.55;
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}
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col = vec3(ac * 0.02);
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col += vec3(0., 0.2 * abs(sin(time)), 0.5 + sin(time) * 0.2);
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fragColor = vec4(col, 1.0 - t * (0.02 + 0.02 * sin(time)));
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return vec4(col, 1.0 - t * (0.02 + 0.02 * sin(time)));
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}
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vec3 palette(float t) {
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@ -204,24 +203,35 @@ float rand(vec2 co) {
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return fract(sin(sn) * c);
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}
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vec3 random(vec2 coord) {
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float rng = rand(vec2(coord.x+time, coord.y));
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return vec3(0.05, 0.05, 0.05) * rng;
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vec3 random(vec2 uv) {
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float rng = rand(vec2(uv.x+time, uv.y));
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vec3 col = vec3(0.0+rng*0.1, 0.2+rng*0.1, 0.4+rng*0.1);
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col.x += sin(uv.x+time*0.2)*0.1;
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col.y += sin(uv.y+time*0.2)*0.1;
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col.z += sin(uv.y+time*0.2)*0.1;
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return col;
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}
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vec3 wave(vec2 uv, float phase, float _offset, float height, float waveLenght, float color) {
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float val = -(sin(phase+uv.x*waveLenght+time) + (uv.y*6.+height)+_offset)*0.055;
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val *= 1. + sin(phase + uv.x*waveLenght+time) + (uv.y*6.-height+_offset);
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// return smoothstep(0.0, 32.0, val) * palette(color/360.);
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return clamp(val, 0., 1.) * palette(color/360.);
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//return smoothstep(0.0, 1.0, val) * palette(color/360.);
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return clamp(val, 0., .9) * palette(color/360.);
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}
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vec2 waveTexture(vec2 uv) {
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uv.y = clamp(sin(uv.x*7. + time)/10. + uv.y, 0., 1.)+0.4;
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uv.x += sin(time);
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return uv;
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float gStartTime = 0.;
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float gPrevTime = -0.1;
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vec4 waveTexture(vec2 uv) {
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uv.y = sin(uv.x*5. + time)/25. + uv.y;
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uv.x -= (time-gStartTime)*0.2;
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vec4 tex = texture2D(texts, uv);
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if (tex.y > 0. && (gPrevTime != gStartTime)) {
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gStartTime = time;
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gPrevTime = gStartTime;
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}
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return vec4(tex.rgb, 1.0);
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}
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@ -229,29 +239,27 @@ void TextScroller(out vec4 fragColor, in vec2 fragCoord )
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{
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// Normalized pixel coordinates (from -1 to 1, origo at 0,0)
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vec2 uv = (fragCoord*2. - resolution) / resolution;
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vec2 uv2 = (fragCoord / resolution);
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vec3 col = vec3(0., 0.3, 0.6);
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col += texture2D(texts, waveTexture(uv2));
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col += wave(uv, 0., 1., 3., 1., sin(time+0.3)*360.);
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vec3 col = vec3(0., 0.4, 0.6);
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col += wave(uv, 0., 1., 3., 1., sin(time+0.3)*90.);
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col += wave(uv, sin(time), 0., 3., -1., sin(time-1.2)*120.);
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col += wave(uv, -3., 0., 3., 1., sin(time+0.5)*90.);
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col += random(uv*2.);
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// Output to screen
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fragColor = vec4(col, 1.);
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vec4 outBuf = waveTexture(uv * 0.1);
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fragColor = mainImage2(fragCoord)*0.5 + (vec4(col, 1.0)*outBuf); // + vec4(random(uv*2.), 1.0);
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}
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void main(void) {
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if (getBar() <= 32)
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TextScroller(gl_FragColor, gl_FragCoord.xy);
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else
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TextScroller(gl_FragColor, gl_FragCoord.xy);
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/*else
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{
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mainImage2(gl_FragColor, gl_FragCoord.xy);
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vec3 l;
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vec4 l;
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vec2 texttop = vec2(0., -.35), pt = (gl_FragCoord.xy / resolution) - texttop;
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if(pt.y > 0.) {
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l = gl_FragColor + texture2D(texts, pt);
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}
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gl_FragColor = vec4(l * (1.0), 1.0);
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}
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}
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gl_FragColor = l;
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} */
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}
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@ -45,16 +45,17 @@ TIMINGS_REC_STRING_PTR_FIELD_OFS equ (REC_TIMINGS_TIME_FIELD_SIZE + REC_TIMINGS_
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section .textstr1 data
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;______STRINGS_START______
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_string0: DEFINE_STRING 65, 115, 115, 101, 109, 98, 108, 121, 32, 50, 48, 50, 52 END_STRING
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_string1: DEFINE_STRING 65, 115, 115, 101, 109, 98, 108, 121, 13, 50, 48, 50, 52 END_STRING
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_string2: DEFINE_STRING 71, 111, 111, 100, 98, 121, 101, 33 END_STRING
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_string0: DEFINE_STRING 32, 72, 101, 108, 108, 111, 32, 119, 111, 114, 108, 100, 33, 32, 32, 32, 32, 87, 101, 39, 114, 101, 32, 98, 97, 99, 107, 32, 97, 116, 32, 65, 115, 115, 101, 109, 98, 108, 121, 32, 50, 48, 50, 52, 32, 119, 105, 116, 104, 32, 97, 32, 32, 110, 101, 119, 32, 112, 114, 111, 100, 117, 99, 116, 105, 111, 110, 33 END_STRING
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_string1: DEFINE_STRING 84, 104, 105, 115, 32, 116, 101, 120, 116, 32, 115, 104, 111, 117, 108, 100, 32, 99, 111, 110, 116, 105, 110, 117, 101, 32, 110, 105, 99, 101, 108, 121, 32, 119, 105, 116, 104, 32, 115, 99, 114, 111, 108, 108, 101, 114, 33, 32, 119, 104, 105, 99, 104, 32, 105, 115, 32, 97, 103, 97, 105, 110, 32, 118, 101, 114, 121, 32, 110, 105, 99, 101, 32, 105, 110, 100, 101, 101, 100, 33 END_STRING
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_string2: DEFINE_STRING 32 END_STRING
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;______STRINGS_END______
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section .textstr2 data
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text_string_timings:
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;______TIMINGS_START______
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DEFINE_TIMING TIMING_TIME(0,0.00000,0) TIMING_ALIAS('') TIMING_CUSTOM(0) TIMING_STRING(0,_string0) ;
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DEFINE_TIMING TIMING_TIME(4,0.00000,318315) TIMING_ALIAS('') TIMING_CUSTOM(0) TIMING_STRING(0,_string1) ;
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DEFINE_TIMING TIMING_TIME(5,0.50000,437684) TIMING_ALIAS('') TIMING_CUSTOM(0) TIMING_STRING(0,_string1) ;
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DEFINE_TIMING TIMING_TIME(9,0.00000,716210) TIMING_ALIAS('') TIMING_CUSTOM(0) TIMING_STRING(0,_string2) ;
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DEFINE_TIMING TIMING_TIME(20,0.00000,1591578) TIMING_ALIAS('END_TIME') TIMING_CUSTOM(0) TIMING_STRING(0,_string2) ;
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;______TIMINGS_END______
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dd 0xFFFFFFFF ; end-of-time
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