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# Some general ignore patterns | ||
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*/bin/* | ||
!*/bin/data/ | ||
# for bin folder in root | ||
/bin/* | ||
!/bin/data/ | ||
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build/ | ||
obj/ | ||
*.o | ||
Debug*/ | ||
Release*/ | ||
*.mode* | ||
*.app/ | ||
*.pyc | ||
.svn/ | ||
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# IDE-specific ignore patterns (e.g. user-specific files) | ||
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#XCode | ||
*.pbxuser | ||
*.perspective | ||
*.perspectivev3 | ||
*.mode1v3 | ||
*.mode2v3 | ||
#XCode 4 | ||
xcuserdata | ||
*.xcworkspace | ||
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#Code::Blocks | ||
*.depend | ||
*.layout | ||
*.cbTemp | ||
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#Visual Studio | ||
*.sdf | ||
*.opensdf | ||
*.suo | ||
ipch/ | ||
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#Eclipse | ||
.metadata | ||
local.properties | ||
.externalToolBuilders | ||
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# OS-specific ignore patterns | ||
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#Linux | ||
*~ | ||
# KDE | ||
.directory | ||
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#OSX | ||
.DS_Store | ||
*.swp | ||
*~.nib | ||
# Thumbnails | ||
._* | ||
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#Windows | ||
# Windows image file caches | ||
Thumbs.db | ||
# Folder config file | ||
Desktop.ini | ||
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#Android | ||
.csettings | ||
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# Packages | ||
# it's better to unpack these files and commit the raw source | ||
# git has its own built in compression methods | ||
*.7z | ||
*.dmg | ||
*.gz | ||
*.iso | ||
*.jar | ||
*.rar | ||
*.tar | ||
*.zip | ||
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# Logs and databases | ||
*.log | ||
*.sql | ||
*.sqlite |
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# ofxAssets | ||
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## Introduction | ||
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ofxAssets is an openFrameworks addon for simple access to assets inside your data folder. | ||
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## Usage | ||
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```c+++ | ||
//insert usage here | ||
``` |
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//THE PATH TO THE ROOT OF OUR OF PATH RELATIVE TO THIS PROJECT. | ||
//THIS NEEDS TO BE DEFINED BEFORE CoreOF.xcconfig IS INCLUDED | ||
OF_PATH = ../../.. | ||
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//THIS HAS ALL THE HEADER AND LIBS FOR OF CORE | ||
#include "../../../libs/openFrameworksCompiled/project/osx/CoreOF.xcconfig" | ||
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OTHER_LDFLAGS = $(OF_CORE_LIBS) | ||
HEADER_SEARCH_PATHS = $(OF_CORE_HEADERS) |
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#This file is currently only for linux users! | ||
#Add your addon and all other necessary ones here (without '#') | ||
#put every addon in one line, for example | ||
#myAddon | ||
#ofxXmlSettings | ||
#ofxOpenCv |
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#version 120 | ||
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void main(){ | ||
//this is the fragment shader | ||
//this is where the pixel level drawing happens | ||
//gl_FragCoord gives us the x and y of the current pixel its drawing | ||
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//we grab the x and y and store them in an int | ||
float xVal = gl_FragCoord.x; | ||
float yVal = gl_FragCoord.y; | ||
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//we use the mod function to only draw pixels if they are every 2 in x or every 4 in y | ||
if( mod(xVal, 2.0) == 0.5 && mod(yVal, 4.0) == 0.5 ){ | ||
gl_FragColor = gl_Color; | ||
}else{ | ||
gl_FragColor.a = 0.0; | ||
} | ||
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} |
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#version 120 | ||
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uniform float timeValX = 1.0; | ||
uniform float timeValY = 1.0; | ||
uniform vec2 mouse; | ||
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//generate a random value from four points | ||
vec4 rand(vec2 A,vec2 B,vec2 C,vec2 D){ | ||
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vec2 s=vec2(12.9898,78.233); | ||
vec4 tmp=vec4(dot(A,s),dot(B,s),dot(C,s),dot(D,s)); | ||
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return fract(sin(tmp) * 43758.5453)* 2.0 - 1.0; | ||
} | ||
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//this is similar to a perlin noise function | ||
float noise(vec2 coord,float d){ | ||
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vec2 C[4]; | ||
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float d1 = 1.0/d; | ||
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C[0]=floor(coord*d)*d1; | ||
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C[1]=C[0]+vec2(d1,0.0); | ||
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C[2]=C[0]+vec2(d1,d1); | ||
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C[3]=C[0]+vec2(0.0,d1); | ||
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vec2 p=fract(coord*d); | ||
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vec2 q=1.0-p; | ||
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vec4 w=vec4(q.x*q.y,p.x*q.y,p.x*p.y,q.x*p.y); | ||
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return dot(vec4(rand(C[0],C[1],C[2],C[3])),w); | ||
} | ||
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void main(){ | ||
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gl_TexCoord[0] = gl_MultiTexCoord0; | ||
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//get our current vertex position so we can modify it | ||
vec4 pos = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; | ||
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//generate some noise values based on vertex position and the time value which comes in from our OF app | ||
float noiseAmntX = noise( vec2(-timeValX + pos.x / 1000.0f, 100.0f), 20.0 ); | ||
float noiseAmntY = noise( vec2(timeValY + pos.y / 1000.0f, pos.x / 2000.0f), 20.0 ); | ||
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//generate noise for our blue pixel value | ||
float noiseB = noise( vec2(timeValY * 0.25, pos.y / 2000.0f), 20.0 ); | ||
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//lets also figure out the distance between the mouse and the vertex and apply a repelling force away from the mouse | ||
vec2 d = vec2(pos.x, pos.y) - mouse; | ||
float len = sqrt(d.x*d.x + d.y*d.y); | ||
if( len < 300 && len > 0 ){ | ||
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//lets get the distance into 0-1 ranges | ||
float pct = len / 300.0; | ||
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//this turns our linear 0-1 value into a curved 0-1 value | ||
pct *= pct; | ||
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//flip it so the closer we are the greater the repulsion | ||
pct = 1.0 - pct; | ||
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//normalize our repulsion vector | ||
d /= len; | ||
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//apply the repulsion to our position | ||
pos.x += d.x * pct * 90.0f; | ||
pos.y += d.y * pct * 90.0f; | ||
} | ||
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//modify our position with the smooth noise | ||
pos.x += noiseAmntX * 20.0; | ||
pos.y += noiseAmntY * 10.0; | ||
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//finally set the pos to be that actual position rendered | ||
gl_Position = pos; | ||
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//modify our color | ||
vec4 col = gl_Color; | ||
col.b += noiseB; | ||
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gl_FrontColor = col; | ||
} |
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