GUI: new osc renderer, part 11
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@ -113,14 +113,18 @@ const char* sh_oscRender_srcF=
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" float val3 = texture2D(oscVal,vec2(x3,1.0)).x;\n"
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" float val3 = texture2D(oscVal,vec2(x3,1.0)).x;\n"
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" float valmax = max(max(val1,val2),val3);\n"
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" float valmax = max(max(val1,val2),val3);\n"
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" float valmin = min(min(val1,val2),val3);\n"
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" float valmin = min(min(val1,val2),val3);\n"
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" float vald = abs(valmax-valmin);\n"
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" float slope = abs(valmax-valmin)*uResolution.y*0.5;\n"
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" float alpha = 0.0;\n"
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" float alpha = 0.0;\n"
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" if (uv.y>valmin) {\n"
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" if (uv.y>valmin) {\n"
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" alpha=valmax*uResolution.y*0.5-fur_fragCoord.y+uLineWidth*0.5;\n"
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" alpha=valmax*uResolution.y*0.5-fur_fragCoord.y+uLineWidth*0.5;\n"
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" } else {\n"
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" } else {\n"
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" alpha=fur_fragCoord.y-valmin*uResolution.y*0.5+uLineWidth*0.5;\n"
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" alpha=fur_fragCoord.y-valmin*uResolution.y*0.5+uLineWidth*0.5;\n"
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" }\n"
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" }\n"
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" if (slope>1.0) {\n"
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" gl_FragColor = vec4(0.0,1.0,0.0,uColor.w*clamp(alpha,0.0,1.0));\n"
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" } else {\n"
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" gl_FragColor = vec4(uColor.xyz,uColor.w*clamp(alpha,0.0,1.0));\n"
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" gl_FragColor = vec4(uColor.xyz,uColor.w*clamp(alpha,0.0,1.0));\n"
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" }\n"
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"}\n";
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"}\n";
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#else
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#else
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const char* sh_wipe_srcV=
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const char* sh_wipe_srcV=
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