docs and type fixes
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641953bba1
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4acce5525d
5 changed files with 15 additions and 8 deletions
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@ -68,7 +68,7 @@ float limit(float val, float min, float max) {
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 screen_uv = gl_FragCoord.xy / iResolution;
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vec2 screen_uv = gl_FragCoord.xy / iResolution.xy;
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// We'll make origin in the top-left.
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screen_uv.y = 1.0 - screen_uv.y;
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screen_uv.x *= iResolution.x / iResolution.y;
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@ -1,5 +1,5 @@
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution;
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vec2 uv = fragCoord / iResolution.xy;
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uv = vec2(uv.x, 1.0 - uv.y);
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// mixes two textures
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//fragColor = mix(texture(iChannel0, uv), texture(iChannel1, uv), 0.2);
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@ -1,7 +1,7 @@
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#define PI 3.1415926538
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution;
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vec2 uv = fragCoord / iResolution.xy;
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vec2 lines_uv = uv;
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13
glonkers.1
13
glonkers.1
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@ -47,9 +47,9 @@ Time since program start.
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.RE
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.PP
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\fBiResolution\fR : vec2
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\fBiResolution\fR : vec3
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.RS 4
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Resolution in (number of pixels) x & y.
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Resolution in number of pixels. x: width, y: height, z: aspect-ratio (hard coded to 1.0).
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.RE
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.PP
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@ -59,11 +59,18 @@ The currently rendered frame.
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.RE
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.PP
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\fBiChannel\fR{\fB0\fR..\fB3\fR} : int
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\fBiChannel\fR{\fB0\fR..\fB3\fR} : sampler
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.RS 4
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Samplers for provided textures.
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.RE
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.PP
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\fBiChannelResolution\fR : vec3[4]
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.RS 4
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Array of resolutions for iChannel:s. x: width, y: height, z: aspect-ratio (hard coded
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to 1.0).
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.RE
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.SH SEE ALSO
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\fBwlr-randr\fR(1)
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.PP
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@ -45,7 +45,7 @@ const char *fragment_header_src =
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"precision lowp sampler2D;\n"
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"precision lowp samplerCube;\n"
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"layout(location = 0) out vec4 color;\n"
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"uniform vec2 iResolution;\n"
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"uniform vec3 iResolution;\n"
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"uniform float iTime;\n"
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"uniform int iFrame;\n"
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"uniform sampler2D iChannel0;\n"
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@ -266,7 +266,7 @@ void render(Renderer *state, int w, int h, double time, char *shader_path, int r
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glUniform3fv(uniform_iChannelResolution, state->texture_count, iChannelResolutions);
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int uniform_iResolution = glGetUniformLocation(state->shader, "iResolution");
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glUniform2f(uniform_iResolution, w, h);
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glUniform3f(uniform_iResolution, w, h, 1.0);
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int uniform_iTime = glGetUniformLocation(state->shader, "iTime");
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glUniform1f(uniform_iTime, (float)time);
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