these are no longer in use

This commit is contained in:
Noa Aarts 2024-05-31 16:08:05 +02:00
parent ad9af6a960
commit ebf1cebcaa
5 changed files with 0 additions and 134 deletions

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# this is the config for Automapaper
# you need one for each display you want the wallpaper on
[display]
# name of the display in wayland
name="DP-3"
# the horizontal cell amount to simulate
horizontal=256
# the vertical cell amount to simulate
vertical=144
# target simulation ticks per second
tps=30
# automaton shader
# this has access to the previous state, which is a (horizontal, vertical) sized texture2D that uses rgba float values
state_frag="/home/noa/.config/automapaper/state.frag"
# initial state / reset shader
# this has access to the resolution, and the time since the program was started
init_frag="/home/noa/.config/automapaper/init.frag"
# scaling/display shader
# this has access to the current and previous state to display
display_frag="/home/noa/.config/automapaper/display.frag"
# the amount of cycles before the init_frag shader reruns
cycles=2500
# the amount of frames to display per state tick
frames_per_tick=1

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# this is the config for Automapaper
[display]
# name of the display in wayland
name = "DP-2"
# the horizontal cell amount to simulate
horizontal = 256
# the vertical cell amount to simulate
vertical = 144
# target simulation ticks per second
tps = 30
# automaton shader
# this has access to the previous state, which is a (horizontal, vertical) sized texture2D that uses the rgba values
state_frag="/home/noa/.config/automapaper/state.frag"
# initial state / reset shader
# this has access to the resolution, and the time since the program was started
init_frag="/home/noa/.config/automapaper/init.frag"
# scaling/display shader
# this has access to the current and previous state to display
display_frag="/home/noa/.config/automapaper/display.frag"
# the amount of cycles before the init_frag shader reruns
cycles = 2500
# the amount of frames to display per state tick
frames_per_tick = 1

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#version 310 es
precision highp float;
uniform sampler2D tex2D;
uniform sampler2D old2D;
uniform ivec2 resolution;
uniform float frame_part;
in highp vec2 texCoords;
out vec4 stateColor;
const vec4 bgColor = vec4(38.0/255.0, 5.0/255.0, 46.0/255.0, 1.0); // #26052e
const vec4 fgColor = vec4(148.0/255.0, 15.0/255.0, 173.0/255.0, 1.0); // #950fad
void main() {
vec2 canvasSize = vec2(textureSize(tex2D, 0));
vec4 state = texture(tex2D, texCoords);
vec4 ostate = texture(old2D, texCoords);
vec2 localCoords = fract(gl_FragCoord.xy / vec2(resolution) * canvasSize);
localCoords = localCoords - 0.5;
float dist = sqrt(dot(localCoords, localCoords));
float size = smoothstep(0.0, 1.0, pow(mix(ostate.g,state.g, frame_part), 3.0)) * 0.35;
float mask = 1.0 - step(size, dist);
float brightness = mix(ostate.r,state.r, frame_part) + 0.2 * pow(mix(ostate.g,state.g, frame_part), 3.0);
stateColor = mix(bgColor, fgColor, brightness * mask);
}

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#version 310 es
precision highp float;
uniform float time;
uniform vec2 resolution;
out vec4 stateColor;
float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
float gold_noise(in vec2 xy, in float seed){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
}
void main( void ) {
vec2 position = gl_FragCoord.xy;
float color = gold_noise(position.xy, fract(time));
stateColor = vec4(step(0.3, color), 0,0,step(0.3, color));
}

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#version 310 es
precision highp float;
uniform sampler2D state;
uniform vec2 scale;
out vec4 stateColor;
vec4 get(int x, int y) {
return texture(state, (gl_FragCoord.xy + vec2(x, y)) / scale);
}
void main() {
int sum = int(get(-1, -1).r +
get(-1, 0).r +
get(-1, 1).r +
get( 0, -1).r +
get( 0, 1).r +
get( 1, -1).r +
get( 1, 0).r +
get( 1, 1).r);
vec4 current = get(0,0);
if (sum == 3) {
stateColor.r = 1.0;
stateColor.g = 1.0;
} else if (sum == 2) {
stateColor = current;
if (current.r == 0.0) {
stateColor.g = max(current.g - 0.01, 0.0);
}
} else {
stateColor = vec4(0.0, max(current.g - 0.01, 0.0), 0.0, 1.0);
}
}