Refactored as requested
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035628a470
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476986ca08
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@ -14,30 +14,30 @@ uniform vec2 resolution;
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// Fontsize less then 9 may be not complete
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// Fontsize less then 9 may be not complete
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uniform float fontSize;
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uniform float fontSize;
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float greyScale(in vec3 col)
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float GreyScale(in vec3 col)
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{
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{
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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}
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float character(float n, vec2 p)
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float GetCharacter(float n, vec2 p)
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{
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{
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0).
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// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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{
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float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
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float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
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// This checked if the 'a'-th bit of 'n' was set.
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// This checked if the 'a'-th bit of 'n' was set
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float shifted_n = floor(n/pow(2.0, a));
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float shiftedN = floor(n/pow(2.0, a));
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if (mod(shifted_n, 2.0) == 1.0)
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if (mod(shiftedN, 2.0) == 1.0)
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{
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{
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return 1.0; // The bit is on.
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return 1.0; // The bit is on
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}
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}
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}
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}
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return 0.0; // The bit is off, or we are outside the grid.
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return 0.0; // The bit is off, or we are outside the grid
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}
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}
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -47,15 +47,15 @@ float character(float n, vec2 p)
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void main()
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void main()
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{
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{
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 uvCellSize = charPixelSize / resolution;
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vec2 uvCellSize = charPixelSize/resolution;
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// The cell size is based on the fontSize set by application
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// The cell size is based on the fontSize set by application
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vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize;
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vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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// Gray is used to define what character will be selected to draw
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// Gray is used to define what character will be selected to draw
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float gray = greyScale(cellColor);
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float gray = GreyScale(cellColor);
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float n = 4096.0;
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float n = 4096.0;
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@ -73,10 +73,8 @@ void main()
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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float charShape = character(n, p);
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// cellColor and charShape will define the color of the char
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// cellColor and charShape will define the color of the char
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vec3 color = cellColor*charShape;
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vec3 color = cellColor*GetCharacter(n, p);
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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}
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@ -12,30 +12,30 @@ uniform vec2 resolution;
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// Fontsize less then 9 may be not complete
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// Fontsize less then 9 may be not complete
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uniform float fontSize;
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uniform float fontSize;
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float greyScale(in vec3 col)
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float GreyScale(in vec3 col)
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{
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{
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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}
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float character(float n, vec2 p)
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float GetCharacter(float n, vec2 p)
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{
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{
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0).
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// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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{
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float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
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float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
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// This checked if the 'a'-th bit of 'n' was set.
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// This checked if the 'a'-th bit of 'n' was set
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float shifted_n = floor(n/pow(2.0, a));
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float shiftedN = floor(n/pow(2.0, a));
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if (mod(shifted_n, 2.0) == 1.0)
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if (mod(shiftedN, 2.0) == 1.0)
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{
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{
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return 1.0; // The bit is on.
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return 1.0; // The bit is on
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}
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}
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}
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}
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return 0.0; // The bit is off, or we are outside the grid.
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return 0.0; // The bit is off, or we are outside the grid
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}
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}
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -53,7 +53,7 @@ void main()
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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vec3 cellColor = texture2D(texture0, cellUV).rgb;
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// Gray is used to define what character will be selected to draw
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// Gray is used to define what character will be selected to draw
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float gray = greyScale(cellColor);
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float gray = GreyScale(cellColor);
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float n = 4096.0;
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float n = 4096.0;
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@ -71,10 +71,8 @@ void main()
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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float charShape = character(n, p);
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// cellColor and charShape will define the color of the char
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// cellColor and charShape will define the color of the char
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vec3 color = cellColor*charShape;
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vec3 color = cellColor*GetCharacter(n, p);
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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}
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@ -12,23 +12,26 @@ uniform vec2 resolution;
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// Fontsize less then 9 may be not complete
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// Fontsize less then 9 may be not complete
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uniform float fontSize;
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uniform float fontSize;
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float greyScale(in vec3 col)
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float GreyScale(in vec3 col)
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{
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{
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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return dot(col, vec3(0.2126, 0.7152, 0.0722));
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}
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}
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float character(int n, vec2 p)
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float GetCharacter(int n, vec2 p)
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{
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{
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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p = floor(p*vec2(-4.0, 4.0) + 2.5);
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// Check if the coordinate is inside the 5x5 grid (0 to 4).
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// Check if the coordinate is inside the 5x5 grid (0 to 4)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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{
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int a = int(round(p.x) + 5.0 * round(p.y));
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int a = int(round(p.x) + 5.0*round(p.y));
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if (((n >> a) & 1) == 1) return 1.0;
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if (((n >> a) & 1) == 1)
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{
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return 1.0;
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}
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}
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}
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return 0.0; // The bit is off, or we are outside the grid.
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return 0.0; // The bit is off, or we are outside the grid
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}
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}
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -38,15 +41,15 @@ float character(int n, vec2 p)
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void main()
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void main()
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{
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{
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 charPixelSize = vec2(fontSize, fontSize);
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vec2 uvCellSize = charPixelSize / resolution;
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vec2 uvCellSize = charPixelSize/resolution;
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// The cell size is based on the fontSize set by application
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// The cell size is based on the fontSize set by application
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vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize;
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vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
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vec3 cellColor = texture(texture0, cellUV).rgb;
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vec3 cellColor = texture(texture0, cellUV).rgb;
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// Gray is used to define what character will be selected to draw
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// Gray is used to define what character will be selected to draw
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float gray = greyScale(cellColor);
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float gray = GreyScale(cellColor);
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int n = 4096;
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int n = 4096;
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@ -64,9 +67,7 @@ void main()
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
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float charShape = character(n, p);
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vec3 color = cellColor*GetCharacter(n, p);
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vec3 color = cellColor*charShape;
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finalColor = vec4(color, 1.0);
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finalColor = vec4(color, 1.0);
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}
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}
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@ -48,14 +48,14 @@ int main(void)
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int fontSizeLoc = GetShaderLocation(shader, "fontSize");
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int fontSizeLoc = GetShaderLocation(shader, "fontSize");
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// Set the character size for the ASCII effect
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// Set the character size for the ASCII effect
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// fontsize should be 9 or more
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// Fontsize should be 9 or more
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float fontSize = 9.0f;
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float fontSize = 9.0f;
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// Send the updated values to the shader
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// Send the updated values to the shader
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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float resolution[2] = { (float)screenWidth, (float)screenHeight };
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
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Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
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Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f};
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float circleSpeed = 1.0f;
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float circleSpeed = 1.0f;
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// RenderTexture to apply the postprocessing later
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// RenderTexture to apply the postprocessing later
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@ -70,19 +70,11 @@ int main(void)
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_LEFT) && fontSize > 9.0)
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if (IsKeyPressed(KEY_LEFT) && fontSize > 9.0) fontSize -= 1; // Reduce fontSize
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{
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fontSize -= 1; // Reduce fontSize
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}
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if (IsKeyPressed(KEY_RIGHT) && fontSize < 15.0)
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if (IsKeyPressed(KEY_RIGHT) && fontSize < 15.0) fontSize += 1; // Increase fontSize
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{
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fontSize += 1; // Increase fontSize
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}
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if (circlePos.x > 200.0f || circlePos.x < 40.0f) {
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if (circlePos.x > 200.0f || circlePos.x < 40.0f) circleSpeed *= -1; // Revert speed
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circleSpeed *= -1;
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}
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circlePos.x += circleSpeed;
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circlePos.x += circleSpeed;
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@ -106,8 +98,8 @@ int main(void)
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BeginShaderMode(shader);
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BeginShaderMode(shader);
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// Draw the scene texture (that we rendered earlier) to the screen.
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// Draw the scene texture (that we rendered earlier) to the screen
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// The shader will process every pixel of this texture.
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// The shader will process every pixel of this texture
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DrawTextureRec(target.texture,
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DrawTextureRec(target.texture,
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(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
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(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
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(Vector2){ 0, 0 },
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(Vector2){ 0, 0 },
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