Add FPS counter, VSync toggle, shader metadata system, and multi-pass infrastructure

- FPS counter in window title (updates every 500ms)
- F4 key toggles VSync on/off
- Shader metadata: Name and Author from comments
- iChannel metadata parsing for multi-pass support
- Base structures: ShaderBuffer, ShaderPass
- FBO/texture management functions
- Updated all 11 shaders with Name/Author metadata

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-16 15:22:06 +01:00
parent 0a269449a3
commit 44de2c7013
27 changed files with 7601 additions and 5 deletions

View File

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// Name: Remember
// Author: diatribes
// URL: https://www.shadertoy.com/view/tXSBDK
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
// fuzzy brain
// Hash function to replace iChannel0 texture noise
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void mainImage(out vec4 o, vec2 u) {
vec3 q,p = vec3(iResolution.xy, iResolution.x / iResolution.y);
float i = 0.0, s,
// start the ray at a small random distance,
// this will reduce banding
// Replaced texelFetch(iChannel0, ...) with hash function
d = .125 * hash12(u),
t = iTime * .1;
// scale coords
u = (u+u-p.xy)/p.y;
if (abs(u.y) > .8) { o = vec4(0); return; }
// Initialize output color (out parameter must be initialized before use)
o = vec4(0.0);
for(; i<64.; i++) {
// shorthand for standard raymarch sample, then move forward:
// p = ro + rd * d, p.z + t
q = p = vec3(u * d, d + t*5.);
p.xy *= mat2(cos(.1*p.z+.1*t+vec4(0,33,11,0)));
q.xz = cos(q.xz);
p.z = cos(p.z) ;
// turbulence
for (s = 1.; s++ <6.;
q += sin(.6*t+p.zxy*.6),
p += sin(t+t+p.yzx*s)*.6);
// distance to spheres
d += s = .02 + abs(min(length(p+3.*sin(p.z*.5))-4., length(q-2.*sin(p.z*.4))-6.))*.2;
// color: 1.+cos so we don't go negative, cos(d+vec4(6,4,2,0)) samples from the palette
// divide by s for form and distance
// Clamp only the first term to prevent extreme overflow, leave second term free
vec4 brightTerm = min(.01*vec4(6,2,1,0)/max(length(u*sin(t+t+t)), 0.001), vec4(50.0));
o += brightTerm + 1. / s * length(u);
}
// tonemap and divide brightness
o = tanh(max(o /6e2 + dot(u,u)*.35, 0.));
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}