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@ -6,7 +6,7 @@ let config = {
@@ -6,7 +6,7 @@ let config = {
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bytes_per_quad: 28, |
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w: 40, |
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h: 20, |
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padding: 1, |
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padding: 0, |
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predefined_colors: { |
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'Np': [75, 62, 143], |
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@ -53,6 +53,7 @@ let last_frame_dt = 0;
@@ -53,6 +53,7 @@ let last_frame_dt = 0;
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let last_frame_ts = 0; |
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let number_tile = { 'x': 0, 'y': 0 }; |
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let spacedown = false; |
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let number_base = { 'x': 0, 'y': 0 }; |
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const tquad_vs_src = `#version 300 es
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in vec2 a_pos; |
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@ -66,9 +67,13 @@ const tquad_vs_src = `#version 300 es
@@ -66,9 +67,13 @@ const tquad_vs_src = `#version 300 es
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uniform vec2 u_textile; |
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uniform vec2 u_tile; |
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uniform int u_single; |
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uniform int u_extra; |
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out vec4 v_color; |
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out vec2 v_uv; |
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out vec2 v_cycle; |
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out vec2 v_textile; |
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flat out int v_extra; |
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void main() { |
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int vertex_index = gl_VertexID % 6; |
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@ -83,6 +88,7 @@ const tquad_vs_src = `#version 300 es
@@ -83,6 +88,7 @@ const tquad_vs_src = `#version 300 es
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vec2 cycles = a_size / u_tile; |
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vec2 size = a_size; |
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vec2 cycle; |
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if (u_single != 0) { |
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size = u_tile; |
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@ -91,25 +97,39 @@ const tquad_vs_src = `#version 300 es
@@ -91,25 +97,39 @@ const tquad_vs_src = `#version 300 es
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if (vertex_index == 0) { |
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// "top left" aka "p1"
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corner = a_pos; |
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if (u_extra != 0) { |
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corner.x += u_tile.x; |
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} |
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uv = a_uv; |
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cycle = vec2(1.0, 0.0); |
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} else if (vertex_index == 1 || vertex_index == 5) { |
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// "top right" aka "p2"
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corner = a_pos + vec2(size.x, 0); |
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uv = a_uv + vec2(u_textile.x, 0); |
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cycle = vec2(cycles.x, 0.0); |
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} else if (vertex_index == 2 || vertex_index == 4) { |
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// "bottom left" aka "p3"
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corner = a_pos + vec2(0, size.y); |
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if (u_extra != 0) { |
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corner.x += u_tile.x; |
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} |
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uv = a_uv + vec2(0, u_textile.y); |
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cycle = vec2(1.0, 1.0); |
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} else { |
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// "bottom right" aka "p4"
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corner = a_pos + size; |
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uv = a_uv + u_textile; |
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cycle = vec2(cycles.x, 1.0); |
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} |
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vec2 screen02 = (corner.xy * vec2(u_scale) + u_translation) / u_res * 2.0; |
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screen02.y = 2.0 - screen02.y; |
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v_color = a_color; |
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v_uv = uv; |
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v_extra = u_extra; |
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v_cycle = cycle; |
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v_textile = u_textile; |
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gl_Position = vec4(screen02 - 1.0, 1.0, 1.0); |
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} |
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@ -120,16 +140,29 @@ const tquad_fs_src = `#version 300 es
@@ -120,16 +140,29 @@ const tquad_fs_src = `#version 300 es
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in vec4 v_color; |
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in vec2 v_uv; |
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in vec2 v_cycle; |
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in vec2 v_textile; |
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flat in int v_extra; |
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uniform sampler2D u_texture; |
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uniform float u_fade; |
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uniform int u_solid; |
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uniform vec2 u_number_base; |
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layout(location = 0) out vec4 FragColor; |
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void main() { |
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if (u_solid != 0) { |
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FragColor = vec4(v_color.rgb * v_color.a, v_color.a); |
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} else if (v_extra != 0) { |
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vec2 uv = u_number_base + fract(v_cycle) * v_textile; |
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float cyc = floor(v_cycle.x) - 1.0; |
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// TODO: wrapping
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uv.x += cyc * v_textile.x; |
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vec4 text = texture(u_texture, uv); |
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FragColor = text; |
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} else { |
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vec4 text = texture(u_texture, v_uv); |
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float a = min(u_fade, min(text.a, v_color.a)); |
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@ -232,7 +265,8 @@ function draw(ts, animation) {
@@ -232,7 +265,8 @@ function draw(ts, animation) {
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gl.uniform1i(program.locations['u_solid'], 0); |
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gl.uniform1i(program.locations['u_single'], 0); |
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gl.uniform1i(program.locations['u_extra'], 1); |
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// TODO: we need a set of alternative uvs here?
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gl.uniform2f(program.locations['u_number_base'], number_base.x * config.w / config.raster_texture_size, number_base.y * config.h / config.raster_texture_size); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, clipped.count); |
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} |
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