Raw WebGL fullscreen triangle, not three.js: one texture, one pass. The 8 prototype params keep their tuning verbatim; u_drift, u_brownout and u_flash are additions. Base feed repaints only when a visible glyph changes rather than per frame, so the texture upload stays off the hot path. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
209 lines
7.7 KiB
TypeScript
209 lines
7.7 KiB
TypeScript
/**
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* The GLYTCH shader stack, ported from the WIMVEE GLYTCH prototype (../index.html).
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*
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* The 8 glitch params and their maths are TUNED — the prototype is the reference and
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* the magic numbers are respected verbatim. Only three things are new here:
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* u_drift - slow sinusoidal pan of the clean feed (subtle motion to chew on)
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* u_brownout - the factory's pain: freeze-frame + dropout bars + desync judder
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* u_flash - one-frame full-white awakening on the first shipment ever
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*
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* Raw WebGL, not three.js: this is one fullscreen triangle with one texture. Pulling
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* three.js in for that would cost more than the whole effect is allowed to cost.
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*/
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import { BASE_H, BASE_W, type BaseFeed } from './baseTexture';
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import { PARAMS, type Param, type ParamSet } from './params';
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const VS = `
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attribute vec2 p;
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varying vec2 vUv;
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void main(){ vUv = p*0.5+0.5; vUv.y = 1.0-vUv.y; gl_Position = vec4(p,0.,1.); }`;
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const FS = `
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precision mediump float;
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varying vec2 vUv;
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uniform sampler2D tex;
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uniform float t;
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uniform float u_mosh, u_melt, u_chroma, u_tear, u_roll, u_burn, u_noise, u_freeze;
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uniform float u_drift, u_brownout, u_flash;
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float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7)))*43758.5453); }
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float vnoise(vec2 p){
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vec2 i=floor(p), f=fract(p); f=f*f*(3.-2.*f);
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return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),
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mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);
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}
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float fbm(vec2 p){ return 0.5*vnoise(p)+0.25*vnoise(p*2.3)+0.125*vnoise(p*5.1); }
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void main(){
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// freeze quantizes the timebase everything else animates on.
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// A brownout slams the whole timebase into a hard stutter regardless of freeze.
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float fz = clamp(max(u_freeze, u_brownout*0.85)*1.4, 0., 1.);
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float tt = mix(t, floor(t*2.5)/2.5, fz);
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vec2 uv = vUv;
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// slow drift of the clean feed: bounded sinusoid, so no wrap seam
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uv += vec2(sin(t*0.07)*0.004, cos(t*0.05)*0.003) * u_drift;
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// desync judder: the frame itself loses its footing during a brownout
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if(u_brownout > 0.001){
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float j = floor(tt*12.0);
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uv.x += (hash(vec2(j, 3.0))-0.5) * u_brownout * 0.07;
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uv.y += (hash(vec2(j, 8.0))-0.5) * u_brownout * 0.04;
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}
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// v-hold roll
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uv.y = fract(uv.y + u_roll * tt * 0.35);
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// scanline tears: bands shove sideways
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float band = floor(uv.y * 36.0);
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float tr = hash(vec2(band, floor(tt*7.0)));
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if(tr > 1.0 - u_tear*0.85){
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uv.x += (hash(vec2(band, floor(tt*7.0)+9.0)) - 0.5) * u_tear * 0.5;
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}
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// datamosh: macroblocks pick up stale offsets
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vec2 blk = floor(uv * vec2(16.0, 12.0));
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float mb = hash(blk + floor(tt*3.0));
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if(mb > 1.0 - u_mosh*0.9){
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vec2 off = vec2(hash(blk+1.7), hash(blk+4.2)) - 0.5;
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uv += off * u_mosh * 0.35;
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}
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// melt: columns drip downward
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float drip = pow(vnoise(vec2(uv.x*30.0, floor(tt*1.5))), 3.0);
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uv.y -= u_melt * drip * uv.y * 0.9;
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uv = fract(uv);
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// chroma split
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float ca = u_chroma * 0.03;
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vec3 col;
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col.r = texture2D(tex, uv + vec2( ca, 0.)).r;
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col.g = texture2D(tex, uv).g;
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col.b = texture2D(tex, uv - vec2( ca, ca*0.6)).b;
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// static
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float sn = hash(uv*vec2(431.0,917.0) + fract(tt)*13.0);
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col = mix(col, vec3(sn), u_noise * 0.7);
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// freeze dropout: grey flash lines
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float dropo = step(0.985 - u_freeze*0.12, hash(vec2(floor(uv.y*90.0), floor(tt*5.0))));
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col = mix(col, vec3(0.45), dropo * u_freeze);
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// brownout dropout: heavy black tape-dropout bars with hot rims
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if(u_brownout > 0.001){
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float row = floor(vUv.y*70.0);
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float d = hash(vec2(row, floor(tt*8.0)));
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float bar = step(1.0 - u_brownout*0.38, d);
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col = mix(col, vec3(0.03), bar*u_brownout);
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float rim = step(1.0 - u_brownout*0.06, hash(vec2(row+31.0, floor(tt*8.0))));
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col = mix(col, vec3(0.85,0.9,0.85), rim*u_brownout*0.8);
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}
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// film burn: fbm blotch eats the frame, hot rim then black
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float b = fbm(uv*3.0 + vec2(0., -tt*0.4));
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float edge = smoothstep(1.0 - u_burn*1.1, 1.0 - u_burn*1.1 + 0.12, b);
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vec3 rim2 = vec3(1.0, 0.55, 0.15);
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col = mix(col, rim2, edge * (1.0 - smoothstep(0.05, 0.35, edge)) * 2.0 * u_burn);
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col = mix(col, vec3(0.02), smoothstep(0.3, 1.0, edge) * step(0.01, u_burn));
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// faint scanlines for vibe (constant, not scored)
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col *= 0.92 + 0.08 * sin(vUv.y * 360.0 * 3.1415);
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// the awakening: one frame of full white on the first shipment ever
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col = mix(col, vec3(1.0), u_flash);
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gl_FragColor = vec4(col, 1.0);
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}`;
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type UniformKey = Param | 't' | 'drift' | 'brownout' | 'flash';
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export interface DrawState {
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params: ParamSet;
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timeSec: number;
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/** 0..1 amount of slow sinusoidal pan applied to the clean feed */
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drift: number;
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/** 0..1 brownout severity */
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brownout: number;
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/** 0..1 one-frame white awakening */
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flash: number;
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/** nothing shipped yet — the clean feed still carries its chyron */
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idle: boolean;
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}
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export interface GlitchStack {
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draw(s: DrawState): void;
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}
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function compile(gl: WebGLRenderingContext, type: number, src: string): WebGLShader {
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const s = gl.createShader(type)!;
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gl.shaderSource(s, src);
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gl.compileShader(s);
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if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
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throw new Error(`[screen] shader compile failed: ${gl.getShaderInfoLog(s)}`);
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}
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return s;
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}
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/** Returns null when WebGL is unavailable; caller degrades to a dead screen rather than crashing the game. */
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export function createGlitchStack(canvas: HTMLCanvasElement, base: BaseFeed): GlitchStack | null {
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const gl = canvas.getContext('webgl', { antialias: false, depth: false, alpha: false });
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if (!gl) {
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console.warn('[screen] no WebGL context — THE SCREEN stays dark');
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return null;
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}
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const prog = gl.createProgram()!;
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gl.attachShader(prog, compile(gl, gl.VERTEX_SHADER, VS));
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gl.attachShader(prog, compile(gl, gl.FRAGMENT_SHADER, FS));
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gl.linkProgram(prog);
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if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
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throw new Error(`[screen] program link failed: ${gl.getProgramInfoLog(prog)}`);
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}
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gl.useProgram(prog);
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const buf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
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const loc = gl.getAttribLocation(prog, 'p');
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
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// 640x360 is non-power-of-two: CLAMP_TO_EDGE + LINEAR + no mips is mandatory in WebGL1.
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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base.update(0, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, base.canvas);
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const uni = {} as Record<UniformKey, WebGLUniformLocation | null>;
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uni.t = gl.getUniformLocation(prog, 't');
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uni.drift = gl.getUniformLocation(prog, 'u_drift');
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uni.brownout = gl.getUniformLocation(prog, 'u_brownout');
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uni.flash = gl.getUniformLocation(prog, 'u_flash');
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for (const p of PARAMS) uni[p] = gl.getUniformLocation(prog, `u_${p}`);
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.uniform1f(uni.drift, 1);
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return {
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draw({ params, timeSec, drift, brownout, flash, idle }) {
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// Re-upload the clean feed only when it actually changed (timecode tick / chyron).
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if (base.update(timeSec * 1000, idle)) {
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, base.canvas);
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}
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gl.uniform1f(uni.t, timeSec);
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gl.uniform1f(uni.drift, drift);
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gl.uniform1f(uni.brownout, brownout);
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gl.uniform1f(uni.flash, flash);
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for (const p of PARAMS) gl.uniform1f(uni[p], params[p]);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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},
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};
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}
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export { BASE_W, BASE_H };
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