kik shader: derive step from resolution so the full preview scales
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2 changed files with 5 additions and 1 deletions
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@ -20,6 +20,10 @@ Shaders define `mainImage(out vec4 fragColor, in vec2 fragCoord)` and may
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use `iResolution`, `iTime`, `iTimeDelta` and `iFrame`. The file is reloaded
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when it changes; on a compile error the last working shader keeps running.
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The same shader also runs at full size in the debug window, so derive the
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step from the resolution (`floor(fragCoord.x / iResolution.x * 16.0)`) or use
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`fragCoord.x / iResolution.x`, never raw `fragCoord.x`.
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White channel: `extract` (default) sets `w = min(r,g,b)` and subtracts it
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from rgb, `alpha` uses the shader's alpha, `off` sends w = 0.
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@ -150,7 +150,7 @@ vec3 events(vec3 col, float i, float t) {
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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float i = floor(fragCoord.x);
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float i = floor(fragCoord.x / iResolution.x * 16.0); // step, also in the big preview
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float t = iTime;
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float k = floor(t / SCENE_LEN);
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