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berry-dm.glsl
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//
/* Panteleymonov Aleksandr Konstantinovich 2015
//
// if i write this string my code will be 0 chars, :) */
#define iterations 15.0
#define depth 0.0125
#define layers 8.0
#define layersblob 20
#define step 1.0
#define far 10000.0
float radius=0.25; // radius of Snowflakes. maximum for this demo 0.25.
float zoom=4.0; // use this to change details. optimal 0.1 - 4.0.
vec3 light=vec3(0.0,0.0,1.0);
vec2 seed=vec2(0.0,0.0);
float iteratorc=iterations;
float powr;
float res;
vec4 NC0=vec4(0.0,157.0,113.0,270.0);
vec4 NC1=vec4(1.0,158.0,114.0,271.0);
lowp vec4 hash4( mediump vec4 n )
{
return fract(sin(n)*1399763.5453123);
}
lowp float noise2( mediump vec2 x )
{
vec2 p = floor(x);
lowp vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*157.0;
lowp vec4 h = hash4(vec4(n)+vec4(NC0.xy,NC1.xy));
lowp vec2 s1 = mix(h.xy,h.zw,f.xx);
return mix(s1.x,s1.y,f.y);
}
lowp float noise222( mediump vec2 x, mediump vec2 y, mediump vec2 z )
{
mediump vec4 lx = vec4(x*y.x,x*y.y);
mediump vec4 p = floor(lx);
lowp vec4 f = fract(lx);
f = f*f*(3.0-2.0*f);
mediump vec2 n = p.xz + p.yw*157.0;
lowp vec4 h = mix(hash4(n.xxyy+NC0.xyxy),hash4(n.xxyy+NC1.xyxy),f.xxzz);
return dot(mix(h.xz,h.yw,f.yw),z);
}
lowp float noise3( mediump vec3 x )
{
mediump vec3 p = floor(x);
lowp vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
mediump float n = p.x + dot(p.yz,vec2(157.0,113.0));
lowp vec4 s1 = mix(hash4(vec4(n)+NC0),hash4(vec4(n)+NC1),f.xxxx);
return mix(mix(s1.x,s1.y,f.y),mix(s1.z,s1.w,f.y),f.z);
}
lowp vec2 noise3_2( mediump vec3 x )
{
return vec2(noise3(x),noise3(x+100.0));
}
float map(mediump vec2 rad)
{
float a;
if (res<0.0015) {
//a = noise2(rad.xy*20.6)*0.9+noise2(rad.xy*100.6)*0.1;
a = noise222(rad.xy,vec2(20.6,100.6),vec2(0.9,0.1));
} else if (res<0.005) {
//float a1 = mix(noise2(rad.xy*10.6),1.0,l);
//a = texture(iChannel0,rad*0.3).x;
a = noise2(rad.xy*20.6);
//if (a1<a) a=a1;
} else {
a = noise2(rad.xy*10.3);
}
return (a-0.5);
}
vec3 distObj(vec3 pos,vec3 ray,float r,vec2 seed)
{
mediump float rq = r*r;
mediump vec3 dist = ray*far;
mediump vec3 norm = vec3(0.0,0.0,1.0);
mediump float invn = 1.0/dot(norm,ray);
mediump float depthi = depth;
if (invn<0.0) {
depthi =- depthi;
}
mediump float ds = 2.0*depthi*invn;
mediump vec3 r1 = ray*(dot(norm,pos)-depthi)*invn-pos;
mediump vec3 op1 = r1+norm*depthi;
mediump float len1 = dot(op1,op1);
mediump vec3 r2 = r1+ray*ds;
mediump vec3 op2 = r2-norm*depthi;
mediump float len2 = dot(op2,op2);
mediump vec3 n = normalize(cross(ray,norm));
mediump float mind = dot(pos,n);
mediump vec3 n2 = cross(ray,n);
mediump float d = dot(n2,pos)/dot(n2,norm);
mediump float invd = 0.2/depth;
if ((len1<rq || len2<rq) || (abs(mind)<r && d<=depth && d>=-depth)) {
mediump vec3 r3 = r2;
mediump float len = len1;
if (len>=rq) {
mediump vec3 n3 = cross(norm,n);
mediump float a = inversesqrt(rq-mind*mind)*abs(dot(ray,n3));
mediump vec3 dt = ray/a;
r1 =- d*norm-mind*n-dt;
if (len2>=rq) {
r2 =- d*norm-mind*n+dt;
}
ds = dot(r2-r1,ray);
}
ds = (abs(ds)+0.1)/(iterations);
ds = mix(depth,ds,0.2);
if (ds>0.01) {
ds=0.01;
}
mediump float ir = 0.35/r;
r *= zoom;
ray = ray*ds*5.0;
for (float m=0.0; m<iterations; m+=1.0) {
if (m>=iteratorc) {
break;
}
mediump float l = length(r1.xy); //inversesqrt(dot(r1.xy,r1.xy));
lowp vec2 c3 = abs(r1.xy/l);
if (c3.x>0.5) {
c3=abs(c3*0.5+vec2(-c3.y,c3.x)*0.86602540);
}
mediump float g = l+c3.x*c3.x; //*1.047197551;
l *= zoom;
mediump float h = l-r-0.1;
l = pow(l,powr)+0.1;
h = max(h,mix(map(c3*l+seed),1.0,abs(r1.z*invd)))+g*ir-0.245; //0.7*0.35=0.245 //*0.911890636
if ((h<res*20.0) || abs(r1.z)>depth+0.01) {
break;
}
r1 += ray*h;
ray*=0.99;
}
if (abs(r1.z)<depth+0.01) {
dist=r1+pos;
}
}
return dist;
}
vec3 nray;
vec3 nray1;
vec3 nray2;
float mxc=1.0;
vec4 filterFlake(vec4 color,vec3 pos,vec3 ray,vec3 ray1,vec3 ray2)
{
vec3 d=distObj(pos,ray,radius,seed);
vec3 n1=distObj(pos,ray1,radius,seed);
vec3 n2=distObj(pos,ray2,radius,seed);
vec3 lq=vec3(dot(d,d),dot(n1,n1),dot(n2,n2));
if (lq.x<far || lq.y<far || lq.z<far) {
vec3 n=normalize(cross(n1-d,n2-d));
if (lq.x<far && lq.y<far && lq.z<far) {
nray = n;//normalize(nray+n);
//nray1 = normalize(ray1+n);
//nray2 = normalize(ray2+n);
}
float da = pow(abs(dot(n,light)),3.0);
vec3 cf = mix(vec3(0.0,0.4,1.0),color.xyz*10.0,abs(dot(n,ray)));
cf=mix(cf,vec3(2.0),da);
color.xyz = mix(color.xyz,cf,mxc*mxc*(0.5+abs(dot(n,ray))*0.5));
}
return color;
}
void _mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float time = iTime*0.2;//*0.1;
res = 1.0 / iResolution.y;
vec2 p = (-iResolution.xy + 2.0*fragCoord.xy) *res;
vec3 rotate;
mat3 mr;
vec3 ray = normalize(vec3(p,2.0));
vec3 ray1;
vec3 ray2;
vec3 pos = vec3(0.0,0.0,1.0);
fragColor = vec4(0.0,0.0,0.0,0.0);
nray = vec3(0.0);
nray1 = vec3(0.0);
nray2 = vec3(0.0);
vec4 refcolor=vec4(0.0);
iteratorc=iterations-layers;
vec2 addrot = vec2(0.0);
if (iMouse.z>0.0) {
addrot=(iMouse.xy-iResolution.xy*0.5)*res;
}
float mxcl = 1.0;
vec3 addpos=vec3(0.0);
pos.z = 1.0;
mxc=1.0;
radius = 0.25;
float mzd=(zoom-0.1)/layers;
for (int i=0; i<layersblob; i++) {
vec2 p2 = p-vec2(0.25)+vec2(0.1*float(i));
ray = vec3(p2,2.0)-nray*2.0;
//ray = nray;//*0.6;
ray1 = normalize(ray+vec3(0.0,res*2.0,0.0));
ray2 = normalize(ray+vec3(res*2.0,0.0,0.0));
ray = normalize(ray);
vec2 sb = ray.xy*length(pos)/dot(normalize(pos),ray)+vec2(0.0,time);
seed=floor((sb+vec2(0.0,pos.z)))+pos.z;
vec3 seedn = vec3(seed,pos.z);
sb = floor(sb);
if (noise3(seedn)>0.2 && i<int(layers)) {
powr = noise3(seedn*10.0)*1.9+0.1;
rotate.xy=sin((0.5-noise3_2(seedn))*time*5.0)*0.3+addrot;
rotate.z = (0.5-noise3(seedn+vec3(10.0,3.0,1.0)))*time*5.0;
seedn.z += time*0.5;
addpos.xy = sb+vec2(0.25,0.25-time)+noise3_2(seedn)*0.5;
vec3 sins = sin(rotate);
vec3 coss = cos(rotate);
mr=mat3(vec3(coss.x,0.0,sins.x),vec3(0.0,1.0,0.0),vec3(-sins.x,0.0,coss.x));
mr=mat3(vec3(1.0,0.0,0.0),vec3(0.0,coss.y,sins.y),vec3(0.0,-sins.y,coss.y))*mr;
mr=mat3(vec3(coss.z,sins.z,0.0),vec3(-sins.z,coss.z,0.0),vec3(0.0,0.0,1.0))*mr;
light = normalize(vec3(1.0,0.0,1.0))*mr;
//vec4 cc=filterFlake(fragColor,(pos+addpos)*mr,normalize(ray*mr+nray*0.1),normalize(ray1*mr+nray*0.1),normalize(ray2*mr+nray*0.1));
vec4 cc = filterFlake(fragColor,(pos+addpos)*mr,ray*mr,ray1*mr,ray2*mr);
//if (i>0 && dot(nray,nray)!=0.0 && dot(nray1,nray1)!=0.0 && dot(nray2,nray2)!=0.0) refcolor=filterFlake(refcolor,(pos+addpos)*mr,nray,nray1,nray2);
//cc+=refcolor*0.5;
fragColor=mix(cc,fragColor,min(1.0,fragColor.w));
}
seedn = vec3(sb,pos.z)+vec3(0.5,1000.0,300.0);
if (noise3(seedn*10.0)>0.4) {
float raf = 0.3+noise3(seedn*100.0);
addpos.xy = sb+vec2(0.2,0.2-time)+noise3_2(seedn*100.0)*0.6;
float l = length(ray*dot(ray,pos+addpos)-pos-addpos);
l = max(0.0,(1.0-l*10.0*raf));
fragColor.xyzw += vec4(1.0,1.2,3.0,1.0)*pow(l,5.0)*(pow(0.6+raf,2.0)-0.6)*mxcl;
}
mxc -= 1.1/layers;
pos.z += step;
iteratorc += 2.0;
mxcl -= 1.1/float(layersblob);
zoom-= mzd;
}
vec3 cr = mix(vec3(0.0),vec3(0.0,0.0,0.4),(-0.55+p.y)*2.0);
fragColor.xyz += mix((cr.xyz-fragColor.xyz)*0.1,vec3(0.2,0.5,1.0),clamp((-p.y+1.0)*0.5,0.0,1.0));
fragColor = min( vec4(1.0), fragColor );
fragColor.a = 1.0;
}
//#define DEBUG
#define HIGHQ
#define BORDERIZE
const int shader5x7[144] = int[144](
0x00000000, 0x00000000, 0x000000f6, 0x60006000, 0xfe280000, 0x0028fe28, 0x92ff9264, 0xc8c6004c,
0x00c62610, 0x046a926c, 0x0000000a, 0x00000060, 0x42241800, 0x42000000, 0x00001824, 0x083e0814,
0x10100014, 0x0010107c, 0x06010000, 0x10100000, 0x00101010, 0x00060600, 0x04020000, 0x00201008,
0xa2928a7c, 0x4200007c, 0x000002fe, 0x928a8642, 0x82840062, 0x008cd2a2, 0xfe482818, 0xa2e40008,
0x009ca2a2, 0x9292523c, 0x8e80000c, 0x00c0a090, 0x9292926c, 0x9260006c, 0x00789492, 0x006c6c00,
0x6d000000, 0x0000006e, 0x82442810, 0x28280000, 0x00282828, 0x10284482, 0x8a800000, 0x00006090,
0x525a423c, 0x907e0034, 0x007e9090, 0x929292fe, 0x827c006c, 0x00448282, 0x448282fe, 0x92fe0038,
0x00828292, 0x809090fe, 0x827c0080, 0x005c9292, 0x101010fe, 0x828200fe, 0x008282fe, 0xfe818102,
0x10fe0080, 0x00824428, 0x020202fe, 0x40fe0002, 0x00fe4020, 0x081020fe, 0x827c00fe, 0x007c8282,
0x909090fe, 0x827c0060, 0x007a848a, 0x949890fe, 0x92640062, 0x004c9292, 0x80fe8080, 0x02fc0080,
0x00fc0202, 0x040204f8, 0x02fc00f8, 0x00fc021c, 0x281028c6, 0x20c000c6, 0x00c0201e, 0xa2928a86,
0xfe0000c2, 0x00008282, 0x08102040, 0x82000004, 0x0000fe82, 0x40804020, 0x01010020, 0x00010101,
0x20400000, 0x2a040000, 0x001e2a2a, 0x222214fe, 0x221c001c, 0x00042222, 0x1422221c, 0x2a1c00fe,
0x00102a2a, 0x40483e08, 0x25180020, 0x003e2525, 0x202010fe, 0x2200001e, 0x000002be, 0x00be0102,
0x08fe0000, 0x00002214, 0x02fe8200, 0x203e0000, 0x001e2018, 0x2020103e, 0x221c001e, 0x001c2222,
0x2424183f, 0x24180018, 0x003f1824, 0x2020103e, 0x2a120010, 0x0000242a, 0x227e2020, 0x023c0022,
0x00023c02, 0x04020438, 0x023c0038, 0x003c0204, 0x14081422, 0x39000022, 0x003e0505, 0x322a2a26,
0x6c100000, 0x00008282, 0x00ee0000, 0x82820000, 0x0000106c, 0x08102010, 0x00000010, 0x00000000
);
const int ipow10[12] = int[12](1, 10, 100, 1000, 10000, 100000, 1000000, 10000000, 100000000, 1000000000, 2147483647, 2147483647);
#define calc_ipow10(x) ipow10[x]
#define _SP 0
#define _BANG 1 // !
#define _QUO 2 // "
#define _NUM 3 // #
#define _DOL 4 // $
#define _PER 5 // %
#define _AMP 6 // &
#define _APO 7 // '
#define _LPA 7 // (
#define _RPA 8 // )
#define _AST 9 // *
#define _PLU 10 // +
#define _COM 11 // ,
#define _MIN 12 // -
#define _DOT 13 // .
#define _SLA 14 // /
#define _0 15 // 0
#define _CL 26 // : colon
#define _SCL 27 // ; semicolon
#define _LT 28 // <
#define _EQ 29 // =
#define _GT 30 // >
#define _QUE 31 // ?
#define _AT 32 // @
#define _A 33
#define _B 34
#define _C 35
#define _D 36
#define _E 37
#define _F 38
#define _G 39
#define _H 40
#define _I 41
#define _J 42
#define _K 43
#define _L 44
#define _M 45
#define _N 46
#define _O 47
#define _P 48
#define _Q 49
#define _R 50
#define _S 51
#define _T 52
#define _U 53
#define _V 54
#define _W 55
#define _X 56
#define _Y 57
#define _Z 58
// [\]^_`
#define _a 65
#define _b 66
#define _c 67
#define _d 68
#define _e 69
#define _f 70
#define _g 71
#define _h 72
#define _i 73
#define _j 74
#define _k 75
#define _l 76
#define _m 77
#define _n 78
#define _o 79
#define _p 80
#define _q 81
#define _r 82
#define _s 83
#define _t 84
#define _u 85
#define _v 86
#define _w 87
#define _x 88
#define _y 89
#define _z 90
// {|}~
#define XPOS 15
#define YPOS 3
#define COLUMN 30
#define MAXCOLUMN 60
#ifdef DEBUG
const int data[1 +COLUMN*8 +MAXCOLUMN*2] = int[](
0,
_S, _E, _S, _S, _I, _O, _N, _SP, _CL, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_U, _S, _E, _R, _SP, _SP, _SP, _SP, _CL, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_P, _A, _S, _S, _W, _O, _R, _D, _CL, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_L, _A, _N, _G, _U, _A, _G, _E, _CL, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
_M, _E, _S, _S, _A, _G, _E, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP, _SP,
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,
33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,
_S,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,
33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60
);
#endif
#ifdef HIGHQ
// Perform a fake "texel" lookup, and return all 4 cells.
vec4 g5x7d(int ch, vec2 uv)
{
ivec2 cell = ivec2(uv);
int x = ch * 6 + cell.x;
ivec2 xres = ivec2(x, x-1);
// Fixup gross edges.
if (cell.x >= 6) xres.x = 0; //Special shader5x7 #0 is all zeroes.
ivec2 cv = ivec2(shader5x7[xres.x/4], shader5x7[xres.y/4]);
ivec2 movfs = (xres%4)*8;
cv = (cv>>movfs)&0xff;
ivec4 value = ivec4(cv>>(cell.yy-1), cv>>(cell.yy+0))&1;
return vec4(value.yxwz);
}
vec2 fast_inverse_smoothstep(vec2 x)
{
// Uncomment for blobbier letters
//return x;
return 0.5 - sin(asin(1.0-2.0*x)/3.0); //Inigo Quilez trick.
}
vec2 roundstep(vec2 x)
{
vec2 coss = cos(x*3.14159 + 3.14159);
vec2 sins = sign(coss);
coss = abs(coss);
coss = pow(coss, vec2(1.0));
coss *= sins;
return coss / 2.0 + 0.5;
}
vec3 char5x7(int ch, vec2 uv)
{
#ifdef BORDERIZE
uv *= vec2(7./6., 9./8.);
uv += vec2(0.0, 0.0);
#else
uv += vec2(0., -.25);
#endif
vec4 d = g5x7d(ch, uv);
vec2 lp = fast_inverse_smoothstep(fract(uv));
float top = mix(d.x, d.y, lp.x);
float bottom = mix(d.z, d.w, lp.x);
float v = (mix(top, bottom, lp.y));
// This makes it be a harder edge (But still kinda soft)
v = (v-.25)*(4.+ 1./length(dFdx(uv) + dFdy(uv)));
v = clamp(v, 0., 1.);
vec3 col = mix(vec3(0, 0, 0)*.5, vec3(uv.y+3., uv.y+3., 10.0)/10.0, float(v));
return col;
}
#else // HIGHQ
vec3 char5x7(int ch, vec2 uv)
{
#ifdef BORDERIZE
uv *= vec2(7./6., 9./8.);
if (uv.x < 0. || uv.y < 0. || uv.x > 6. || uv.y > 8.) return vec3(0);
#endif
ivec2 cell = ivec2(uv);
int x = ch * 6 + int(cell.x);
int cv = shader5x7[x/4];
int movfs = (x%4)*8;
int value = ((cv>>(movfs+cell.y))&1);
int value2 = ((cv>>(movfs+int(uv.y+.5)))&1);
if (uv.y >= 7.0) value2 = 0;
vec3 col = mix(vec3(value2, 0, value2)*.5, vec3(cell.y+3, cell.y+3, 10.0)/10.0, float(value));
return col;
}
#endif
vec3 print5x7int(int num, vec2 uv, int places, int leadzero)
{
vec2 cuv = uv*vec2(places, 1.);
vec2 luv = cuv*vec2(6, 8.);
ivec2 iuv = ivec2(luv);
int posi = int(iuv.x)/6;
int marknegat = -1;
if (num < 0) marknegat = places-int(log(-float(num))/log(10.0))-2;
num = abs(num);
int nn = (num/calc_ipow10(places-posi-1));
if (posi == marknegat) nn = -3;
else if (nn <= 0 && posi != places-1) nn = leadzero;
else nn %= 10;
int ch = nn+48-32;
return char5x7(ch, fract(cuv)*vec2(6.,8.));
}
// Zero Leading Integer Print
vec3 print5x7intzl(int num, vec2 uv, int places)
{
vec2 cuv = uv*vec2(places, 1.);
vec2 luv = cuv*vec2(6, 8.);
ivec2 iuv = ivec2(luv);
int posi = int(iuv.x)/6;
int nn = (num/calc_ipow10(places-posi-1));
nn %= 10;
int ch = nn+48-32;
return char5x7(ch, fract(cuv)*vec2(6.,8.));
}
vec3 print5x7float(float num, vec2 uv, int wholecount, int decimalcount)
{
vec2 cuv = uv*vec2(wholecount+decimalcount+1, 1.);
vec2 luv = cuv*vec2(6, 8.);
ivec2 iuv = ivec2(luv);
int posi = int(iuv.x)/6;
int nn = -2;
int marknegat = -1;
if (num < 0.0) {
marknegat = wholecount-2-int(log(-num)/log(10.0));
}
num = abs(num);
num += pow(.1f,float(decimalcount))*.499;
int nv = int(num);
if (posi < wholecount) {
int wholediff = posi - wholecount+1;
float v = (pow(10.0 , float(wholediff)));
int ni = int(float(nv) * v);
if (posi == marknegat) nn = -3;
else if (ni <= 0 && wholediff != 0) nn = -16; //Blank out.
else nn = ni%10;
} else if (posi > wholecount) {
num -= float(nv);
nn = int(num * pow(10.0, float(posi-wholecount)));
nn %= 10;
}
int ch = nn+48-32;
return char5x7(ch, fract(cuv)*vec2(6, 8.));
}
float getData(int pos)
{
// return texture(iChannel3, vec2((float(pos) + 0.5) / 256., .5/3.)).r;
int x = pos % 256;
int y = pos / 256;
return texture(iChannel3, vec2((float(x) + 0.5) / 256., (float(y) + 0.5)/3.)).r;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
// Normalized pixel coords only in X - y still free range.)
vec2 uv = fragCoord/iResolution.xx;
uv.y += (1.-(iResolution.y/iResolution.x))/2.0;
// Rotozoom or adjust the uv coordinates.
uv -= vec2(.5, .5);
#ifdef ROTOZOOM
uv.xy*=sin(iTime)*1.+1.;
float theta = iTime*.1;
uv = vec2(uv.x*cos(theta)-uv.y*sin(theta),
uv.x*sin(theta)+uv.y*cos(theta));
#endif
uv += vec2(.5, .3);
// Make our "screen size"
uv.y *= 40.0; // height: 40
uv.x *= 5.0; // width : 60 (5*12)
// Find our line and column.
vec3 col = vec3(0.0); // black
int line = 20-int(uv.y);
int column = int(uv.x*12.);
if (line>=YPOS && line<=YPOS+6 && column>=XPOS && column<XPOS+COLUMN) {
// menu
line -= YPOS;
column -= XPOS;
#ifdef DEBUG
int sel = data[0];
int char = data[1 +line*COLUMN +column];
#else
int sel = int(getData(0)*255.);
int char = int(getData(1 +line*COLUMN +column)*255.)-32;
#endif
col = char5x7(char, mod(uv*vec2(6*12, 8), vec2(6, 8)));
if (sel*2 == line) col = 1.0 - col; // selected
} else if (line>=YPOS+9 && line<=YPOS+9 && column>=XPOS && column<XPOS+COLUMN) {
// message
column -= XPOS;
#ifdef DEBUG
int char = data[1 +7*COLUMN +column];
#else
int char = int(getData(1 +7*COLUMN +column)*255.)-32;
#endif
col = char5x7(char, mod(uv*vec2(6*12, 8), vec2(6, 8))) +vec3(0.2, 0., 0.);
} else if (line>=19 && line<20 && column>=0 && column<MAXCOLUMN) {
// statusbar
line -= 19;
uv.x *= 10.0/5.0; // 1/2 font size
int column = int(uv.x*12.);
#ifdef DEBUG
col = char5x7(data[1 +COLUMN*8 +MAXCOLUMN*line +column], mod(uv*vec2(6*12, 8), vec2(6, 8)));
#else
int char = int(getData(1 +COLUMN*8 +MAXCOLUMN*2*line +column)*255.);
if (char>31 && char<176) char -= 32;
else char = _SP;
col = char5x7(char, mod(uv*vec2(6*12, 8), vec2(6, 8)));
#endif
}
// Output to screen
// fragColor = vec4(col, 1.0);
// Output to screen
_mainImage(fragColor, fragCoord);
fragColor += vec4(col, 1.0);
}