[BGM] slap highp everywhere to ward off destructive gpu driver "optimisations"
This commit is contained in:
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0b2a120b1d
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72dcc11945
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@ -3,66 +3,66 @@
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// Unfortunately, this loses type-checking on [0.0, 1.0] vs [0,255] etc. so a lot of this will involve comments declaring ranges.
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// Unfortunately, this loses type-checking on [0.0, 1.0] vs [0,255] etc. so a lot of this will involve comments declaring ranges.
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shader_type canvas_item;
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shader_type canvas_item;
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render_mode blend_premul_alpha;
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render_mode blend_premul_alpha;
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uniform sampler2D instrument_samples;
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uniform highp sampler2D instrument_samples;
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uniform vec2 instrument_samples_size = vec2(2048.0, 128.0);
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uniform highp vec2 instrument_samples_size = vec2(2048.0, 128.0);
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uniform int INT_OUTPUT_WIDTH = 4096;
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uniform highp int INT_OUTPUT_WIDTH = 4096;
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uniform vec2 OUTPUT_FRAMEBUFFER_SIZE = vec2(4096.0, 4096.0);
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uniform highp vec2 OUTPUT_FRAMEBUFFER_SIZE = vec2(4096.0, 4096.0);
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uniform float reference_note = 71.0; // [0, 255], possibly [0, 127]
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uniform highp float reference_note = 71.0; // [0, 255], possibly [0, 127]
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uniform float output_mixrate = 32000.0; // SNES SPC output is 32kHz
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uniform highp float output_mixrate = 32000.0; // SNES SPC output is 32kHz
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uniform vec2 midi_events_size = vec2(2048.0, 32.0);
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uniform highp vec2 midi_events_size = vec2(2048.0, 32.0);
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uniform int tempo_scale_thousandths = 1000;
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uniform highp int tempo_scale_thousandths = 1000;
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const int TEMPO_SCALE_MULTIPLIER = 1000;
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const highp int TEMPO_SCALE_MULTIPLIER = 1000;
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// I feel like these magic numbers are a bit more intuitive in hex
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// I feel like these magic numbers are a bit more intuitive in hex
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const float x00FF = float(0x00FF); // 255.0
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const highp float x00FF = float(0x00FF); // 255.0
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const float x0100 = float(0x0100); // 256.0
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const highp float x0100 = float(0x0100); // 256.0
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const float x7FFF = float(0x7FFF); // 32767.0
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const highp float x7FFF = float(0x7FFF); // 32767.0
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const float x8000 = float(0x8000); // 32768.0
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const highp float x8000 = float(0x8000); // 32768.0
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const float xFF00 = float(0xFF00); // 65280.0
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const highp float xFF00 = float(0xFF00); // 65280.0
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const float xFFFF = float(0xFFFF); // 65535.0
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const highp float xFFFF = float(0xFFFF); // 65535.0
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const float x10000 = float(0x10000); // 65536.0
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const highp float x10000 = float(0x10000); // 65536.0
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const float x00FF0000 = float(0x00FF0000);
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const highp float x00FF0000 = float(0x00FF0000);
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const float xFF000000 = float(0xFF000000);
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const highp float xFF000000 = float(0xFF000000);
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const vec2 INT16_DOT_BE = vec2(xFF00, x00FF);
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const highp vec2 INT16_DOT_BE = vec2(xFF00, x00FF);
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const vec2 INT16_DOT_LE = vec2(x00FF, xFF00);
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const highp vec2 INT16_DOT_LE = vec2(x00FF, xFF00);
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const vec4 INT32_DOT_LE = vec4(x00FF, xFF00, x00FF0000, xFF000000);
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const highp vec4 INT32_DOT_LE = vec4(x00FF, xFF00, x00FF0000, xFF000000);
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float unpack_uint16(vec2 uint16) {
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highp float unpack_uint16(highp vec2 uint16) {
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// Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, to the original int value [0, 65535] in float32
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// Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, to the original int value [0, 65535] in float32
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return dot(uint16, INT16_DOT_LE);
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return dot(uint16, INT16_DOT_LE);
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}
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}
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float unpack_uint32_to_float(vec4 uint32) {
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highp float unpack_uint32_to_float(highp vec4 uint32) {
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// Convert packed 4byte integer, sampled as four [0.0, 1.0] range floats, to the original int value [0, 0xFFFFFFFF] in float32
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// Convert packed 4byte integer, sampled as four [0.0, 1.0] range floats, to the original int value [0, 0xFFFFFFFF] in float32
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// NOTE: THIS WILL LOSE PRECISION ON NUMBERS ABOVE 24BIT SIGNIFICANCE
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// NOTE: THIS WILL LOSE PRECISION ON NUMBERS ABOVE 24BIT SIGNIFICANCE
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// I CAN'T EVEN GUARANTEE THE 0xFF000000 CONSTANT WILL SURVIVE ROUNDING
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// I CAN'T EVEN GUARANTEE THE 0xFF000000 CONSTANT WILL SURVIVE ROUNDING
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return dot(uint32, INT32_DOT_LE);
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return dot(uint32, INT32_DOT_LE);
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}
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}
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int unpack_int32(vec4 int32) {
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highp int unpack_int32(highp vec4 int32) {
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// Convert packed 4byte integer, sampled as four [0.0, 1.0] range floats, to the original int value
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// Convert packed 4byte integer, sampled as four [0.0, 1.0] range floats, to the original int value
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// return int(unpack_uint16(int32.xy)) + (int(unpack_uint16(int32.zw)) << 16);
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// return int(unpack_uint16(int32.xy)) + (int(unpack_uint16(int32.zw)) << 16);
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return int(unpack_uint16(int32.xy)) + (int(unpack_uint16(int32.zw)) * 0x10000);
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return int(unpack_uint16(int32.xy)) + (int(unpack_uint16(int32.zw)) * 0x10000);
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}
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}
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float unpack_int16(vec2 int16) {
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highp float unpack_int16(highp vec2 int16) {
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// Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, to the original int value [-32768, 32767] in float32
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// Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, to the original int value [-32768, 32767] in float32
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float unsigned = dot(int16, INT16_DOT_LE);
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highp float unsigned = dot(int16, INT16_DOT_LE);
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return unsigned - (unsigned < x7FFF ? 0.0 : x10000);
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return unsigned - (unsigned < x7FFF ? 0.0 : x10000);
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}
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}
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float rescale_int16(float int16) {
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highp float rescale_int16(highp float int16) {
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// Rescale from [-32768, 32767] to [-1.0, 1.0)
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// Rescale from [-32768, 32767] to [-1.0, 1.0)
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return int16 / x8000;
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return int16 / x8000;
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}
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}
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vec2 pack_float_to_int16(float value) {
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highp vec2 pack_float_to_int16(highp float value) {
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// Convert a float in range [-1.0, 1.0) to a signed 2byte integer [-32768, 32767] packed into two [0.0, 1.0] floats
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// Convert a float in range [-1.0, 1.0) to a signed 2byte integer [-32768, 32767] packed into two [0.0, 1.0] floats
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float scaled = value * x8000;
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highp float scaled = value * x8000;
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float unsigned = scaled + (scaled < 0.0 ? x10000 : 0.0);
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highp float unsigned = scaled + (scaled < 0.0 ? x10000 : 0.0);
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float unsigned_div_256 = unsigned / x0100;
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highp float unsigned_div_256 = unsigned / x0100;
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float MSB = trunc(unsigned_div_256) / x00FF;
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highp float MSB = trunc(unsigned_div_256) / x00FF;
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float LSB = fract(unsigned_div_256) * x0100 / x00FF;
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highp float LSB = fract(unsigned_div_256) * x0100 / x00FF;
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return vec2(LSB, MSB);
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return vec2(LSB, MSB);
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}
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}
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@ -100,50 +100,50 @@ vec2 pack_float_to_int16(float value) {
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// With the 258 texel header, which uses 3 texels of margin, 255 would be subtracted from the above payload,
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// With the 258 texel header, which uses 3 texels of margin, 255 would be subtracted from the above payload,
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// leaving 261121 texels for the sample data.
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// leaving 261121 texels for the sample data.
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const float HEADER_LENGTH_TEXELS = 5.0;
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const highp float HEADER_LENGTH_TEXELS = 5.0;
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const int INSTRUMENT_SAMPLES_WIDTH = 2048;
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const highp int INSTRUMENT_SAMPLES_WIDTH = 2048;
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float sinc(float x) {
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highp float sinc(highp float x) {
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x = abs(x) + 0.00000000000001; // Avoid division by zero
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x = abs(x) + 0.00000000000001; // Avoid division by zero
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return min(sin(x)/x, 1.0);
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return min(sin(x)/x, 1.0);
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}
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}
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float get_pitch_scale(float note) {
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highp float get_pitch_scale(highp float note) {
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return exp2((note - reference_note)/12.0);
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return exp2((note - reference_note)/12.0);
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}
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}
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vec2 get_inst_texel(vec2 xy) {
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highp vec2 get_inst_texel(highp vec2 xy) {
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return texture(instrument_samples, (xy+0.5)/instrument_samples_size).xw;
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return texture(instrument_samples, (xy+0.5)/instrument_samples_size).xw;
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}
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}
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float get_inst_texel_int16(int smp) {
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highp float get_inst_texel_int16(highp int smp) {
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int x = smp % INSTRUMENT_SAMPLES_WIDTH;
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highp int x = smp % INSTRUMENT_SAMPLES_WIDTH;
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int y = smp / INSTRUMENT_SAMPLES_WIDTH;
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highp int y = smp / INSTRUMENT_SAMPLES_WIDTH;
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return unpack_int16(texture(instrument_samples, (vec2(float(x), float(y)) + 0.5)/instrument_samples_size).xw);
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return unpack_int16(texture(instrument_samples, (vec2(float(x), float(y)) + 0.5)/instrument_samples_size).xw);
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}
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}
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float get_instrument_sample(float instrument_index, float note, float t) {
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highp float get_instrument_sample(highp float instrument_index, highp float note, highp float t) {
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float header_offset = instrument_index * HEADER_LENGTH_TEXELS;
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highp float header_offset = instrument_index * HEADER_LENGTH_TEXELS;
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int smp_start = unpack_int32(vec4(get_inst_texel(vec2(header_offset, 0.0)), get_inst_texel(vec2(header_offset + 1.0, 0.0)))); // The true start, after the prepended frames of silence
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highp int smp_start = unpack_int32(vec4(get_inst_texel(vec2(header_offset, 0.0)), get_inst_texel(vec2(header_offset + 1.0, 0.0)))); // The true start, after the prepended frames of silence
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float smp_loop_begin = unpack_uint16(get_inst_texel(vec2(header_offset + 2.0, 0.0))); // padded past the true loop point for filter
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highp float smp_loop_begin = unpack_uint16(get_inst_texel(vec2(header_offset + 2.0, 0.0))); // padded past the true loop point for filter
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float smp_loop_length = unpack_uint16(get_inst_texel(vec2(header_offset + 3.0, 0.0)));
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highp float smp_loop_length = unpack_uint16(get_inst_texel(vec2(header_offset + 3.0, 0.0)));
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float sample_mixrate = unpack_uint16(get_inst_texel(vec2(header_offset + 4.0, 0.0)));
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highp float sample_mixrate = unpack_uint16(get_inst_texel(vec2(header_offset + 4.0, 0.0)));
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// Calculate the point we want to sample in linear space
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// Calculate the point we want to sample in linear space
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float mixrate = sample_mixrate * get_pitch_scale(note);
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highp float mixrate = sample_mixrate * get_pitch_scale(note);
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float smp_t = t * mixrate;
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highp float smp_t = t * mixrate;
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// If we're past the end of the sample, we need to wrap it back to within the loop range
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// If we're past the end of the sample, we need to wrap it back to within the loop range
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float overshoot = max(smp_t - smp_loop_begin, 0.0);
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highp float overshoot = max(smp_t - smp_loop_begin, 0.0);
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smp_t -= floor(overshoot/smp_loop_length) * smp_loop_length;
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smp_t -= floor(overshoot/smp_loop_length) * smp_loop_length;
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// if (smp_t > smp_loop_begin) {
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// if (smp_t > smp_loop_begin) {
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// // return 0.0;
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// // return 0.0;
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// smp_t = mod(smp_t - smp_loop_begin, smp_loop_length) + smp_loop_begin;
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// smp_t = mod(smp_t - smp_loop_begin, smp_loop_length) + smp_loop_begin;
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// }
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// }
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int smp_window_start = smp_start + int(smp_t) - 6;
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highp int smp_window_start = smp_start + int(smp_t) - 6;
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float smp_rel_filter_target = fract(smp_t) + 6.0;
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highp float smp_rel_filter_target = fract(smp_t) + 6.0;
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float output = 0.0;
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highp float output = 0.0;
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for (int i = 0; i < 12; i++) {
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for (int i = 0; i < 12; i++) {
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int smp_filter = smp_window_start + i;
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highp int smp_filter = smp_window_start + i;
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float s = get_inst_texel_int16(smp_filter);
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highp float s = get_inst_texel_int16(smp_filter);
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// TODO: determine proper value for this. Might be based on instrument base mixrate.
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// TODO: determine proper value for this. Might be based on instrument base mixrate.
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output += s * sinc((smp_rel_filter_target - float(i)) * 3.1);
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output += s * sinc((smp_rel_filter_target - float(i)) * 3.1);
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}
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}
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@ -153,60 +153,60 @@ float get_instrument_sample(float instrument_index, float note, float t) {
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}
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}
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const int NUM_CHANNELS = 8;
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const int NUM_CHANNELS = 8;
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const int MAX_CHANNEL_NOTE_EVENTS = 2048;
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const highp int MAX_CHANNEL_NOTE_EVENTS = 2048;
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const int NUM_CHANNEL_NOTE_PROBES = 11; // log2(MAX_CHANNEL_NOTE_EVENTS)
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const int NUM_CHANNEL_NOTE_PROBES = 11; // log2(MAX_CHANNEL_NOTE_EVENTS)
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vec4 get_midi_texel(sampler2D tex, float x, float y) {
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highp vec4 get_midi_texel(highp sampler2D tex, highp float x, highp float y) {
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return texture(tex, vec2(x, y)/midi_events_size).xyzw;
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return texture(tex, vec2(x, y)/midi_events_size).xyzw;
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}
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}
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int retime_smp(int smp) {
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highp int retime_smp(highp int smp) {
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// Overflow safety is important as our input values can go up to 2^24, and we multiply by around 2^10
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// Overflow safety is important as our input values can go up to 2^24, and we multiply by around 2^10
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int factor = smp / tempo_scale_thousandths;
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highp int factor = smp / tempo_scale_thousandths;
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int residue = smp % tempo_scale_thousandths;
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highp int residue = smp % tempo_scale_thousandths;
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int a = (residue * TEMPO_SCALE_MULTIPLIER) / tempo_scale_thousandths;
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highp int a = (residue * TEMPO_SCALE_MULTIPLIER) / tempo_scale_thousandths;
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int b = factor * TEMPO_SCALE_MULTIPLIER;
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highp int b = factor * TEMPO_SCALE_MULTIPLIER;
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return a + b;
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return a + b;
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}
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}
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vec4 render_song(sampler2D tex, int smp) {
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highp vec4 render_song(highp sampler2D tex, highp int smp) {
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// Each output texel rendered is a stereo S16LE frame representing 1/32000 of a second
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// Each output texel rendered is a stereo S16LE frame representing 1/32000 of a second
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// 2048 is an established safe texture dimension so may as well go 2048 wide
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// 2048 is an established safe texture dimension so may as well go 2048 wide
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float t = float(smp)/output_mixrate;
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highp float t = float(smp)/output_mixrate;
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vec2 downmixed_stereo = vec2(0.0);
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highp vec2 downmixed_stereo = vec2(0.0);
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// Binary search the channels
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// Binary search the channels
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for (int channel = 0; channel < NUM_CHANNELS; channel++) {
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for (int channel = 0; channel < NUM_CHANNELS; channel++) {
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float row = float(channel * 4);
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highp float row = float(channel * 4);
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float event_idx = 0.0;
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highp float event_idx = 0.0;
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int smp_start;
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highp int smp_start;
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for (int i = 0; i < NUM_CHANNEL_NOTE_PROBES; i++) {
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for (int i = 0; i < NUM_CHANNEL_NOTE_PROBES; i++) {
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float step_size = exp2(float(NUM_CHANNEL_NOTE_PROBES - i - 1));
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highp float step_size = exp2(float(NUM_CHANNEL_NOTE_PROBES - i - 1));
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smp_start = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx + step_size, row))));
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smp_start = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx + step_size, row))));
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event_idx += (smp >= smp_start) ? step_size : 0.0;
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event_idx += (smp >= smp_start) ? step_size : 0.0;
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}
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}
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smp_start = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx, row))));
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smp_start = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx, row))));
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int smp_end = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx, row+1.0))));
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highp int smp_end = retime_smp(int(unpack_int32(get_midi_texel(tex, event_idx, row+1.0))));
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vec4 note_event_supplement = get_midi_texel(tex, event_idx, row+2.0); // left as [0.0, 1.0]
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highp vec4 note_event_supplement = get_midi_texel(tex, event_idx, row+2.0); // left as [0.0, 1.0]
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float instrument_idx = trunc(note_event_supplement.x * 255.0);
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highp float instrument_idx = trunc(note_event_supplement.x * 255.0);
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float pitch_idx = note_event_supplement.y * 255.0;
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highp float pitch_idx = note_event_supplement.y * 255.0;
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float velocity = note_event_supplement.z;
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highp float velocity = note_event_supplement.z;
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float pan = note_event_supplement.w;
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highp float pan = note_event_supplement.w;
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vec4 adsr = get_midi_texel(tex, event_idx, row+3.0); // left as [0.0, 1.0]
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highp vec4 adsr = get_midi_texel(tex, event_idx, row+3.0); // left as [0.0, 1.0]
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// ====================At some point I'll look back into packing floats====================
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// ====================At some point I'll look back into packing floats====================
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// TBD = note_event_supplement.zw; - tremolo/vibrato/noise/pan_lfo/pitchbend/echo remain
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// TBD = note_event_supplement.zw; - tremolo/vibrato/noise/pan_lfo/pitchbend/echo remain
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// ====================At some point I'll look back into packing floats====================
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// ====================At some point I'll look back into packing floats====================
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float attack = 1.0 + adsr.x*255.0; //65535.0 + 1.0; // TODO: work out effective resolution for this
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highp float attack = 1.0 + adsr.x*255.0; //65535.0 + 1.0; // TODO: work out effective resolution for this
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int smp_attack = int(attack) * 2; // Max value is 131072 samples = 4.096 seconds
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highp int smp_attack = int(attack) * 2; // Max value is 131072 samples = 4.096 seconds
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// For now, just branch this
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// For now, just branch this
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if (smp_start < smp) { // First sample may not start at zero!
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if (smp_start < smp) { // First sample may not start at zero!
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int smp_overrun = smp - smp_end; // 256 samples of linear decay to 0 after note_off
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highp int smp_overrun = smp - smp_end; // 256 samples of linear decay to 0 after note_off
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smp_overrun = (smp_overrun < 0) ? 0 : smp_overrun;
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smp_overrun = (smp_overrun < 0) ? 0 : smp_overrun;
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if (smp_overrun < 256) {
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if (smp_overrun < 256) {
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float t_start = float(smp_start)/output_mixrate;
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highp float t_start = float(smp_start)/output_mixrate;
|
||||||
float attack_factor = min(float(smp - smp_start)/float(smp_attack), 1.0);
|
highp float attack_factor = min(float(smp - smp_start)/float(smp_attack), 1.0);
|
||||||
float release_factor = float(255-smp_overrun)/255.0; // 256 samples of linear decay to 0 after note_off
|
highp float release_factor = float(255-smp_overrun)/255.0; // 256 samples of linear decay to 0 after note_off
|
||||||
float samp = get_instrument_sample(instrument_idx, pitch_idx, t-t_start);
|
highp float samp = get_instrument_sample(instrument_idx, pitch_idx, t-t_start);
|
||||||
samp *= velocity * attack_factor * release_factor;
|
samp *= velocity * attack_factor * release_factor;
|
||||||
// TODO: proper decay and sustain, revisit release
|
// TODO: proper decay and sustain, revisit release
|
||||||
downmixed_stereo += samp * vec2(pan, 1.0-pan) * 0.5; // TODO: double it to maintain the mono level on each channel at center=0.5?
|
downmixed_stereo += samp * vec2(pan, 1.0-pan) * 0.5; // TODO: double it to maintain the mono level on each channel at center=0.5?
|
||||||
|
@ -219,9 +219,9 @@ vec4 render_song(sampler2D tex, int smp) {
|
||||||
|
|
||||||
void fragment() {
|
void fragment() {
|
||||||
// GLES2
|
// GLES2
|
||||||
vec2 uv = vec2(UV.x, 1.0-UV.y);
|
highp vec2 uv = vec2(UV.x, 1.0-UV.y);
|
||||||
// uv = (trunc(uv*OUTPUT_FRAMEBUFFER_SIZE)+0.5)/OUTPUT_FRAMEBUFFER_SIZE;
|
// uv = (trunc(uv*OUTPUT_FRAMEBUFFER_SIZE)+0.5)/OUTPUT_FRAMEBUFFER_SIZE;
|
||||||
// COLOR.xyzw = test_writeback(TEXTURE, uv);
|
// COLOR.xyzw = test_writeback(TEXTURE, uv);
|
||||||
ivec2 xy = ivec2(trunc(uv*OUTPUT_FRAMEBUFFER_SIZE));
|
highp ivec2 xy = ivec2(trunc(uv*OUTPUT_FRAMEBUFFER_SIZE));
|
||||||
COLOR.xyzw = render_song(TEXTURE, xy.x + (xy.y*INT_OUTPUT_WIDTH));
|
COLOR.xyzw = render_song(TEXTURE, xy.x + (xy.y*INT_OUTPUT_WIDTH));
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue