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authoryum <yum.food.vr@gmail.com>2022-09-30 18:44:36 -0700
committeryum <yumfood@airmail.cc>2022-09-30 18:44:36 -0700
commit2fa5bc78b5c4500301327bd6a334ab4fb8e04a17 (patch)
treed03c01d929431320686d61f7091b96f6be3d14ca /TaSTT.shader
parent73bbba9de5210ae7f895ae82bd2524eb76e3a38c (diff)
Redo FX layer
Apparently the same avatar parameter can only be updated so quickly before VRChat starts dropping messages. So now we divide the board into "groups" of 8 characters. Each group can be updated relatively slowly, but all groups can be updated in parallel. Thus we can update the board group-by-group, pausing between each group. * Fix shader bugs - now there are Row05 parameters, and row00 refers to the topmost row instead of the bottom-most. * Remove outdated layer/group names files * Extend osc_ctrl.py to support encoding & sending messages * Add generate_params.py to handle creating TaSTT_params.asset * Add generate_utils.py for common code generation facilities & parameters.
Diffstat (limited to 'TaSTT.shader')
-rw-r--r--TaSTT.shader40
1 files changed, 20 insertions, 20 deletions
diff --git a/TaSTT.shader b/TaSTT.shader
index 8f18dae..f5ec6af 100644
--- a/TaSTT.shader
+++ b/TaSTT.shader
@@ -74,20 +74,20 @@
_Letter_Row04_Col11("_Letter_Row04_Col11", float) = 0
_Letter_Row04_Col12("_Letter_Row04_Col12", float) = 0
_Letter_Row04_Col13("_Letter_Row04_Col13", float) = 0
- _Letter_Row03_Col00("_Letter_Row03_Col00", float) = 0
- _Letter_Row03_Col01("_Letter_Row03_Col01", float) = 0
- _Letter_Row03_Col02("_Letter_Row03_Col02", float) = 0
- _Letter_Row03_Col03("_Letter_Row03_Col03", float) = 0
- _Letter_Row03_Col04("_Letter_Row03_Col04", float) = 0
- _Letter_Row03_Col05("_Letter_Row03_Col05", float) = 0
- _Letter_Row03_Col06("_Letter_Row03_Col06", float) = 0
- _Letter_Row03_Col07("_Letter_Row03_Col07", float) = 0
- _Letter_Row03_Col08("_Letter_Row03_Col08", float) = 0
- _Letter_Row03_Col09("_Letter_Row03_Col09", float) = 0
- _Letter_Row03_Col10("_Letter_Row03_Col10", float) = 0
- _Letter_Row03_Col11("_Letter_Row03_Col11", float) = 0
- _Letter_Row03_Col12("_Letter_Row03_Col12", float) = 0
- _Letter_Row03_Col13("_Letter_Row03_Col13", float) = 0
+ _Letter_Row05_Col00("_Letter_Row05_Col00", float) = 0
+ _Letter_Row05_Col01("_Letter_Row05_Col01", float) = 0
+ _Letter_Row05_Col02("_Letter_Row05_Col02", float) = 0
+ _Letter_Row05_Col03("_Letter_Row05_Col03", float) = 0
+ _Letter_Row05_Col04("_Letter_Row05_Col04", float) = 0
+ _Letter_Row05_Col05("_Letter_Row05_Col05", float) = 0
+ _Letter_Row05_Col06("_Letter_Row05_Col06", float) = 0
+ _Letter_Row05_Col07("_Letter_Row05_Col07", float) = 0
+ _Letter_Row05_Col08("_Letter_Row05_Col08", float) = 0
+ _Letter_Row05_Col09("_Letter_Row05_Col09", float) = 0
+ _Letter_Row05_Col10("_Letter_Row05_Col10", float) = 0
+ _Letter_Row05_Col11("_Letter_Row05_Col11", float) = 0
+ _Letter_Row05_Col12("_Letter_Row05_Col12", float) = 0
+ _Letter_Row05_Col13("_Letter_Row05_Col13", float) = 0
}
SubShader
{
@@ -268,7 +268,7 @@
float CHAR_ROW = floor(i.uv.y * CHAR_ROWS);
// ok now this is epic
- if (CHAR_ROW == 0) {
+ if (CHAR_ROW == 5) {
if (CHAR_COL == 0) {
return _Letter_Row00_Col00;
} else if (CHAR_COL == 1) {
@@ -298,7 +298,7 @@
} else if (CHAR_COL == 13) {
return _Letter_Row00_Col13;
}
- } else if (CHAR_ROW == 1) {
+ } else if (CHAR_ROW == 4) {
if (CHAR_COL == 0) {
return _Letter_Row01_Col00;
} else if (CHAR_COL == 1) {
@@ -328,7 +328,7 @@
} else if (CHAR_COL == 13) {
return _Letter_Row01_Col13;
}
- } else if (CHAR_ROW == 2) {
+ } else if (CHAR_ROW == 3) {
if (CHAR_COL == 0) {
return _Letter_Row02_Col00;
} else if (CHAR_COL == 1) {
@@ -358,7 +358,7 @@
} else if (CHAR_COL == 13) {
return _Letter_Row02_Col13;
}
- } else if (CHAR_ROW == 3) {
+ } else if (CHAR_ROW == 2) {
if (CHAR_COL == 0) {
return _Letter_Row03_Col00;
} else if (CHAR_COL == 1) {
@@ -388,7 +388,7 @@
} else if (CHAR_COL == 13) {
return _Letter_Row03_Col13;
}
- } else if (CHAR_ROW == 4) {
+ } else if (CHAR_ROW == 1) {
if (CHAR_COL == 0) {
return _Letter_Row04_Col00;
} else if (CHAR_COL == 1) {
@@ -418,7 +418,7 @@
} else if (CHAR_COL == 13) {
return _Letter_Row04_Col13;
}
- } else if (CHAR_ROW == 5) {
+ } else if (CHAR_ROW == 0) {
if (CHAR_COL == 0) {
return _Letter_Row05_Col00;
} else if (CHAR_COL == 1) {