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-rw-r--r--crates/shader/src/assets/shaders/throwshade/frag.glsl37
-rw-r--r--crates/shader/src/assets/shaders/throwshade/vert.glsl22
-rw-r--r--crates/shader/src/lib.rs84
3 files changed, 143 insertions, 0 deletions
diff --git a/crates/shader/src/assets/shaders/throwshade/frag.glsl b/crates/shader/src/assets/shaders/throwshade/frag.glsl
new file mode 100644
index 0000000..962deac
--- /dev/null
+++ b/crates/shader/src/assets/shaders/throwshade/frag.glsl
@@ -0,0 +1,37 @@
+#version 300 es
+precision highp float;
+
+in vec2 vertex_texcoord;
+out vec4 frag_color;
+
+uniform float opacity;
+
+uniform vec2 resolution;
+
+uniform float time;
+
+uniform float bpm;
+
+uniform vec2 cursor;
+
+uniform float chat_time;
+uniform float chat_biblicality;
+
+uniform float tracking_mouth;
+uniform vec2 tracking_eyes;
+uniform mat4 tracking_neck;
+
+uniform vec2 emacs_cursor;
+uniform vec2 mouse_cursor;
+
+uniform int heartrate;
+
+vec4 shade(vec2);
+
+void main() {
+ vec2 inverted = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y);
+ frag_color = shade(inverted);
+ frag_color.a = clamp(frag_color.a * opacity, 0.0, opacity);
+}
+
+// "The Cutoff"
diff --git a/crates/shader/src/assets/shaders/throwshade/vert.glsl b/crates/shader/src/assets/shaders/throwshade/vert.glsl
new file mode 100644
index 0000000..e05bbb6
--- /dev/null
+++ b/crates/shader/src/assets/shaders/throwshade/vert.glsl
@@ -0,0 +1,22 @@
+#version 300 es
+precision highp float;
+
+out vec2 vertex_texcoord;
+
+void main() {
+ const vec2 positions[4] = vec2[](
+ vec2(-1, -1),
+ vec2(+1, -1),
+ vec2(-1, +1),
+ vec2(+1, +1)
+ );
+ const vec2 coords[4] = vec2[](
+ vec2(0, 0),
+ vec2(1, 0),
+ vec2(0, 1),
+ vec2(1, 1)
+ );
+
+ vertex_texcoord = coords[gl_VertexID];
+ gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
+}
diff --git a/crates/shader/src/lib.rs b/crates/shader/src/lib.rs
new file mode 100644
index 0000000..8c9aa50
--- /dev/null
+++ b/crates/shader/src/lib.rs
@@ -0,0 +1,84 @@
+use teleia::*;
+
+const VERT: &'static str = include_str!("assets/shaders/throwshade/vert.glsl");
+const FRAG: &'static str = include_str!("assets/shaders/throwshade/frag.glsl");
+
+pub struct Visualizer {
+ pub tickset: u64,
+ pub timeset: f64,
+ pub author: String,
+ pub shader: Option<shader::Shader>,
+}
+impl Visualizer {
+ pub fn new() -> Self {
+ Self {
+ tickset: 0,
+ timeset: 0.0,
+ author: String::new(),
+ shader: None,
+ }
+ }
+ pub fn set(&mut self, ctx: &context::Context, st: &state::State, src: &str) -> Result<(), String> {
+ let fsrc = format!("{}\n{}\n", FRAG, src);
+ self.tickset = st.tick;
+ self.timeset = 0.0;
+ #[cfg(not(target_arch = "wasm32"))]
+ if let Ok(dur) = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH) {
+ self.timeset = dur.as_secs_f64();
+ }
+ if let Some(s) = &mut self.shader {
+ s.replace(ctx, VERT, &fsrc)?;
+ } else {
+ self.shader = Some(shader::Shader::new_helper(ctx, VERT, &fsrc)?);
+ }
+ Ok(())
+ }
+}
+
+cfg_if::cfg_if! {
+ if #[cfg(target_arch = "wasm32")] {
+ struct Game {
+ throwshade: ThrowShade,
+ }
+ impl Game {
+ pub fn new(_ctx: &context::Context) -> Self {
+ Self {
+ throwshade: ThrowShade::new(),
+ }
+ }
+ }
+ impl state::Game for Game {
+ fn render(&mut self, ctx: &context::Context, st: &mut state::State) -> Erm<()> {
+ if let Some(s) = &self.throwshade.shader {
+ ctx.clear_color(glam::Vec4::new(0.0, 0.0, 0.0, 0.0));
+ ctx.clear();
+ s.bind(ctx);
+ s.set_f32(ctx, "opacity", 0.5);
+ s.set_vec2(ctx, "resolution", &glam::Vec2::new(ctx.render_width, ctx.render_height));
+ let elapsed = (st.tick - self.throwshade.tickset) as f32 / 60.0;
+ s.set_f32(ctx, "time", elapsed);
+ ctx.render_no_geometry();
+ }
+ Ok(())
+ }
+ }
+
+ use wasm_bindgen::prelude::*;
+ #[wasm_bindgen]
+ pub fn main_js() {
+ teleia::run(1920, 1080, teleia::Options::NORESIZE, Game::new);
+ }
+ #[wasm_bindgen]
+ pub async fn set_shader(s: &str) -> Result<(), String> {
+ contextualize(|ctx, st, g: &mut Game| {
+ log::info!("set shader: {}", s);
+ if let Err(e) = g.throwshade.set(ctx, st, &s) {
+ log::warn!("error compiling shader: {}", e);
+ g.throwshade.shader = None;
+ return Err(format!("{}", e));
+ }
+ Ok(())
+ })
+ }
+ }
+}