Enhance video texture handling and add release build configurations

This commit is contained in:
Diego Lopes
2026-03-21 11:36:31 -04:00
parent 52dc6fc757
commit f60384c5c3
14 changed files with 186 additions and 55 deletions

View File

@@ -6,8 +6,6 @@ effect = nil
function _create()
local fxSrc = [[
in vec2 vPosition;
#define time uTime
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}

View File

@@ -13,8 +13,6 @@ function _create()
rockTexture:GenerateMipmaps()
local fxSrc = [[
in vec2 vPosition;
uniform sampler2D iChannel0;
#define FAR 80.

View File

@@ -1,8 +1,7 @@
effect = nil
function _create()
local fxSrc = [[in vec2 vPosition;
local fxSrc = [[
void main() {
vec2 uv = vPosition * 0.5 + 0.5;
FragColor = vec4(uv, 0.5 + 0.5 * sin(uTime), 1.0);

View File

@@ -5,8 +5,6 @@ effect = nil
function _create()
local fxSrc = [[
in vec2 vPosition;
const bool USE_MOUSE = false;
const float PI = 3.14159265;

View File

@@ -2,16 +2,22 @@ effect = nil
video = nil
function _create()
video = Texture.FromGStreamer("filesrc location=/media/diego/Data/Projects/live-wallpaper/samples/video.mp4")
video = Texture.FromGStreamer("filesrc location=" .. Resolve("sunset.mkv"))
local fxSrc = [[in vec2 vPosition;
uniform sampler2D uTexture;
local fxSrc = [[uniform sampler2D uTexture;
void main() {
vec2 uv = vPosition * 0.5 + 0.5;
uv.y = 1.0 - uv.y;
FragColor = texture(uTexture, uv);
vec2 uv = vUV;
for (int i = 0; i < uNumDisplays; i++) {
vec4 displayNorm = uDisplayNorm[i];
if (vUV.x >= displayNorm.x && vUV.x <= displayNorm.x + displayNorm.z &&
vUV.y >= displayNorm.y && vUV.y <= displayNorm.y + displayNorm.w) {
FragColor = texture(uTexture, GetDisplayUV(uTexture, i));
break;
}
}
}
]]
effect = Effect.new(fxSrc)

Binary file not shown.