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@@ -30,8 +30,10 @@ fragment_shader = """
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out vec4 fragColor;
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uniform vec4 col2 = vec4(1);
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uniform vec4 col3 = vec4(1,0,0,0);
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-uniform vec4 col44 = vec4(0,1,0,0);
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-uniform vec4 control44 = vec4(0,1,0,0);
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+uniform vec4 fix_bg = vec4(0,1,0,0);
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+uniform float master_dim = 1;
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+uniform vec4 fix_block_pos = vec4(0,1,0,0);
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+uniform vec4 fix_circle_pos = vec4(0,1,0,0);
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uniform vec2 resolution;
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uniform float time;
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@@ -154,30 +156,34 @@ void main1(){;
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vec4 col = vec4(0,0,0,1);
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vec4 col4 = vec4(0,1,0,1);
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- col = col44;
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+ col = fix_bg ; //col44;
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//# background animation
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- float mysin = sin(uv.x/3.14/20*time);
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- float mysin2 = sin(uv.y/3.14/20*time*4);
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+ //float mysin = sin(uv.x/3.14/20*time);
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+ float mysin = sin(uv.y/3.14/10+time*4);
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+ float mysin2 = cos(uv.y/3.14/20+time*4);
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+ //float mysin2 = sin(uv.y/3.14/20*time*4);
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float mycos = cos(uv.x/3.14/10*time);
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//col += vec4(mysin2,0, 0,1);
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//col += vec4(mysin-mysin2 ,0 ,0, 1);
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//col += vec4((mysin-mysin2)*col44.r ,col44.g , col44.b, 1);
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- //col += vec4((mysin-mysin2)*col44.r ,(mysin-mysin2)*col44.g , (mysin-mysin2)*col44.b, 1);
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+ //col += vec4((mysin-mysin2)*fix_bg.r ,(mysin-mysin2)*fix_bg.g , (mysin-mysin2)*fix_bg.b, 1);
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+ col -= vec4(mysin*fix_bg.r ,mysin*fix_bg.g ,mysin*fix_bg.b , 1 ) ;
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+ //col += vec4(mysin2*fix_bg.r ,mysin2*fix_bg.g ,mysin2*fix_bg.b , 1 ) ;
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a = vec2(0,0);
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- col = pulse(uv,col,a,col4);
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+ //col = pulse(uv,col,a,col4);
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col4 = vec4(1,0,0,1);
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a = vec2(600,0);
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- col = pulse(uv,col,a,col4);
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+ //col = pulse(uv,col,a,col4);
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- if( uv.x > -100 && uv.x < 100 ){
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- col.r = 0;
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- col.b = 1 ;//length(uv+vec2(2.9,0.9) )/200;
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- col.g = 0;
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- }
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+ //if( uv.x > -100 && uv.x < 100 ){
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+ // col.r = 0;
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+ // col.b = 1 ;//length(uv+vec2(2.9,0.9) )/200;
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+ // col.g = 0;
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+ //}
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col += 0.1 / length(uv+vec2(.6,.8) ); //sun
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@@ -188,10 +194,10 @@ void main1(){;
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a.y += cos(time*2)*100*3;
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//b.y += 150+time*100;
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b = vec2(100,200);
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- col = block(uv,col,a,b,col2);
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+ //col = block(uv,col,a,b,col2);
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vec2 aa = vec2(0,0);
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- aa.x = control44.x;
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- aa.y = control44.y;
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+ aa.x = fix_block_pos.x -255*2;
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+ aa.y = fix_block_pos.y -255*2;
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col = block(uv,col,aa,b,col2);
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a = vec2(0,0);
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@@ -201,23 +207,26 @@ void main1(){;
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a.y += sin(-1*time*2)*100*3;
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//b.y += 150+time*100;
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//col = block(uv,col,a,b,col2);
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- col = circle(uv,col,a,100,col3);
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+ //col = circle(uv,col,a,100,col3);
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+ aa.x = fix_circle_pos.x -255*2;
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+ aa.y = fix_circle_pos.y -255*2;
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+ col = circle(uv,col,aa,100,col3);
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a.x += cos(time*2+.1)*100*3;
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a.y += sin(-1*time*2+.1)*100*3;
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col4 = vec4(1,0,1,0);
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col4 = vec4(1,0,1,0);
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- col = circle(uv,col,a,100,col4);
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+ //col = circle(uv,col,a,100,col4);
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//col.r -= 0.1;
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a.x = cos(time*2-.3)*100*4;
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a.y = sin(-1*time*2-.3)*100*2;
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a.y *=-1;
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col4 = vec4(1,1,0,0);
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- col = circle(uv,col,a,100,col4);
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+ //col = circle(uv,col,a,100,col4);
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- float dist = distance(uv , vec2(10,10));
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- float circle = smoothstep((10-0.01),(10+0.01),1.0-dist );
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+ //float dist = distance(uv , vec2(10,10));
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+ //float circle = smoothstep((10-0.01),(10+0.01),1.0-dist );
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//# Planet's
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a.x = -1000;
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@@ -233,8 +242,11 @@ void main1(){;
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//col = ring(col,uv,a, z, ang, -speed, 280, 280/2)*2;
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+ //col *= length(master_dim);
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+ //col *= 0.5;
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+ col *= master_dim;
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+
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//# blue background
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-
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fragColor = col ;//vec4(col,1);
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}
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@@ -342,6 +354,9 @@ class Screen(mglw.WindowConfig):
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x = mc.get("2.0.0.13:2")
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if not x:
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x = mc.get("10.10.10.13:2")
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+
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+ if not x:
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+ x=[1]*512
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r = 1 #255
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g = 0
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@@ -353,13 +368,15 @@ class Screen(mglw.WindowConfig):
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r = x[141-1]/255
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g = x[142-1]/255
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b = x[143-1]/255
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- aa = x[144-1] *2 #* a
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- bb = x[145-1] *2 #* a
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+ aa = x[144-1] *4 #* a
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+ bb = x[145-1] *4 #* a
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self.set_uniform('time',a)
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- self.set_uniform('control44',[aa,bb,0,0])
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+ self.set_uniform('fix_block_pos',[aa,bb,0,0])
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+ self.set_uniform('fix_circle_pos',[bb,aa,0,0])
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+ self.set_uniform('master_dim',x[146-1]/255.)
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x = time.time()/10%1
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#self.set_uniform('col2',[r,g,b,1])
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- self.set_uniform('col44',[r,g,b,1])
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+ self.set_uniform('fix_bg',[r,g,b,1])
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self.set_uniform('col2',[1,x,0,1])
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self.quad.render(self.prog)
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