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#version 450 core

uniform int ticks;
uniform int scene;
uniform float params[8];

uniform sampler2D images[8];
uniform vec2 resolution;

layout (binding = 0,rgba32f) restrict uniform image2D backbuffer;

int selection[12];

out vec4 fragColor;

float random (in float x) {
    return fract(sin(x)*43758.5453123);
}

vec2 zoom(vec2 st, vec2 amount) {
  st -= 0.5;
  st /= amount;
  st += 0.5;
  return st;
}

vec2 translate(vec2 st, vec2 amount) {
  st -= 0.5;
  st += amount;
  st += 0.5;
  return st;
}

void main (void) {
  vec2 uv = gl_FragCoord.xy/resolution.xy;
  vec4 feedback = imageLoad(backbuffer,ivec2(gl_FragCoord.xy));
  if (scene == 0) {
    vec4 logo = texture2D(images[0], zoom(uv,vec2(0.5+0.1*params[2],0.2+0.025*params[0])));
    fragColor = mix(logo,feedback,0.7);
  }
  else if (scene == 1) {
    vec4 logo = texture2D(images[0], zoom(uv,vec2(0.5+0.1*params[2],0.2+0.025*params[0])));
    vec4 img = texture2D(images[1],uv);
    float fade = ticks % (24*16)/(24*16.0);
    fragColor = mix(logo,img,fade);
    fragColor = mix(fragColor,feedback,0.7);
  }
  else if (scene == 2) {
    vec4 img = texture2D(images[1],zoom(uv,vec2(1.05-0.1*params[1])));
    fragColor = mix(img,feedback,0.3);
  }
  else if (scene == 3) {
    vec4 img = texture2D(images[1],uv);
    img.rgb += 0.3 - vec3(params[0],params[1],params[2]);
    fragColor = mix(img,feedback,0.9);
  }
  else if (scene == 4) {
    float fade = ticks % (24*16)/(24*16.0);
    vec2 st = zoom(uv,vec2(1.05-0.1*params[1]));
    vec4 img = texture2D(images[1],st);
    img.rgb += 0.3 - vec3(params[0],params[1],params[2]);
    uv -= 0.5;
    uv *= 0.995-1.5*(vec2(random(float(ticks)),random(float(ticks)/417.94))-0.5)/vec2(120.,80.);
    uv += 0.5;
    vec4 newimg = texture2D(images[2],uv);
    fragColor = max(newimg*params[1],img);//;
    fragColor = mix(fragColor,feedback,0.5);
  }
  else if (scene == 5) {
    uv -= 0.5;
    if (feedback.r < feedback.b) { uv *= 0.995-2.5*(vec2(params[0]-0.5)/vec2(120.0,80.0)); }
    uv += 0.5;
    vec4 img = texture2D(images[2],uv);
    fragColor = mix(img,feedback,0.7);
  }
  else if (scene == 6) {
    uv -= 0.5;
    if (feedback.r > feedback.b) {
      if (params[1] > 0.3) uv *= 0.9-20.9*(vec2(random(float(ticks)),random(float(ticks)/417.94))-0.5)/vec2(120.,80.);
    }
    else if (params[2] > 0.5) { uv *= 0.995-1.7*(vec2(params[0]-0.5)/vec2(120.0,80.0)); }
    uv += 0.5;
    vec4 img = texture2D(images[2],uv);
    fragColor = mix(img,feedback,0.3);
  }
  else if (scene == 7) {
    uv -= 0.5;
    if (feedback.r > feedback.b) { uv += 0.5-vec2(params[0],params[1]); }
    else if (params[2] > 0.5) { uv *= 0.995-1.5*(vec2(random(float(ticks)),random(float(ticks)/417.94))-0.5)/vec2(120.,80.); }
    uv += 0.5;
    vec4 img = texture2D(images[2],uv);
    //if (feedback.r < feedback.b) { img *= 1.5*params[0]; }
    if (feedback.r < feedback.b) { img += 0.2-0.5*params[0]; }
    fragColor = mix(img,feedback,0.9);
  }
  else if (scene == 8) {
    vec4 newimg = texture2D(images[3],zoom(uv,vec2(1.05-0.05*params[0])));
    uv -= 0.5;
    if (feedback.r > feedback.b) { uv += 0.5-vec2(params[0],params[1]); }
    else if (params[2] > 0.5) { uv *= 0.995-1.5*(vec2(random(float(ticks)),random(float(ticks)/417.94))-0.5)/vec2(120.,80.); }
    uv += 0.5;
    vec4 img = texture2D(images[2],uv);
    float fade = ticks % (24*16)/(24*16.0);
    img -= fade;
    fragColor = max(img,newimg*fade);
    fragColor = mix(fragColor,feedback,0.9);
  }
  else if (scene == 9) {
    vec4 img = texture2D(images[3],zoom(uv,vec2(1.05-0.05*params[0],1.05-0.1*params[2])));
    fragColor = mix(img,feedback,0.2);
  }
  else if (scene == 10) {
    vec4 img = texture2D(images[3],zoom(uv,vec2(1.05-0.05*params[0],1.05-0.1*params[2])));
    vec4 static_img = texture2D(images[3],uv);
    float fade = ticks % (24*16)/(24*16.0);
    static_img *= fade;
    if (static_img.b < static_img.g) { static_img += 2.0*params[1]; }
    fragColor = max(img,static_img);
    fragColor = mix(fragColor,feedback,0.3);
  }
  else if (scene == 11) {
    vec4 img = texture2D(images[3],uv);
    if (img.r+img.g+img.b > 2.0) { img.rgb += 2.5*vec3(params[0],params[1],params[2]); }
    vec4 newimg = texture2D(images[1],translate(zoom(uv,vec2(0.7)),vec2(0.4,-0.20)));
    if (params[1] > 0.1) {
      if (newimg.b > 0.5) { img = max(newimg,img); }
    }
    fragColor = mix(img,feedback,0.7);
  }
  else if (scene == 12) {
    vec4 logo = texture2D(images[4], zoom(uv,vec2(0.5,0.2)));
    vec4 img = texture2D(images[3],zoom(uv,vec2(1.05-0.05*params[0],1.05-0.1*params[2])));
    float fade = ticks % (24*16)/(24*16.0);
    if (logo.r+logo.g+logo.b > 2.0) {
    logo *= fade;
    logo += params[1];
    }
    fragColor = max(img,logo);
    fragColor = mix(fragColor,feedback,0.9);
  }
  else if (scene == 13) {
    vec4 logo = texture2D(images[4], zoom(uv,vec2(0.5,0.2)));
    vec4 img = texture2D(images[3],uv);
    fragColor = img+logo;
  }
  imageStore(backbuffer, ivec2(gl_FragCoord.xy), fragColor);
}