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float t = 1, x, y; | |
float sx, sy; | |
float rectSize = 30; | |
PMatrix3D mouseRotation = new PMatrix3D(); | |
void setup() { | |
fullScreen(P3D); | |
rectMode(CENTER); | |
} |
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void setup() { | |
NodeFolder root = new NodeFolder("root"); | |
root.addChild(new IntNode("nerdsSniped", 32)); | |
root.addChild(new StringNode("cheese", "gouda")); | |
NodeFolder cats = new NodeFolder("cats"); | |
cats.addChild(new IntNode("kittens", 3)); | |
cats.addChild(new IntNode("chomkers", 7)); | |
StringNode catSentiment = new StringNode("sentiment", "cute"); | |
cats.addChild(catSentiment); |
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float radiusA = 200; | |
float radiusB = 300; | |
float fadeSize = 10; | |
int detail = 1000; | |
void setup() { | |
size(800, 800, P2D); | |
colorMode(HSB, 1, 1, 1, 1); | |
} |
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echo off | |
title noita backup | |
echo. | |
set noitaSaveLocation=%AppData%\..\LocalLow\Nolla_Games_Noita\save00 | |
set /p dirName= New backup folder name: | |
robocopy "%noitaSaveLocation%" "%dirName%\save00" /s /e | |
echo Current noita save backed up as: %dirName% | |
echo. | |
pause |
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// TODO | |
// Extract key variables to the top | |
// Sinewave water level | |
// Drain blood somehow | |
ArrayList<P> ps = new ArrayList<P>(); | |
ArrayList<L> ls = new ArrayList<L>(); | |
float levelY; | |
void setup(){ |
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PGraphics pg; | |
ArrayList<Leaf> leaves = new ArrayList<Leaf>(); | |
ArrayList<Leaf> leavesToRemove = new ArrayList<Leaf>(); | |
int lifeDuration; | |
public void setup() { | |
fullScreen(P2D); | |
pg = createGraphics(width, height, P2D); | |
} |
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uniform sampler2D texture; // the current canvas is passed to this shader in Processing as "texture" which is a bad name for it but whatever | |
uniform vec2 resolution; //set automatically by Processing | |
uniform float time; //set manually in code | |
void main(){ | |
vec2 uv = gl_FragCoord.xy / resolution.xy; // coordinate with 0,0 at bottom left, and 1,1 at top right | |
vec2 offset = vec2(cos(time), sin(time)) / resolution.xy; // the rotating offset to sample a neighbour at | |
vec4 thisPixelColor = texture2D(texture, uv); | |
vec4 nearPixelColor = texture2D(texture, uv + offset); | |
vec4 finalColor = mix(thisPixelColor, nearPixelColor, 0.5); // lerp between the two colors, 0.5 specifies how quickly the effect fades into the background |
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int lineCount = 10; | |
int charsPerLine = 50; | |
int step; | |
PFont discordFont; | |
void setup() { | |
size(600, 200); | |
discordFont = createFont("Uni Sans Regular.ttf", 16); |
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import processing.core.PApplet; | |
public class ExampleSketch extends TransparentApplet{ | |
public static void main(String[] args){ | |
PApplet.main(java.lang.invoke.MethodHandles.lookup().lookupClass()); | |
} | |
@Override | |
public void settings(){ |
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PShader feedbackShader; | |
float t; | |
void setup() { | |
size(1000, 1000, P2D); | |
background(0); | |
feedbackShader = loadShader("feedback.frag"); | |
} | |
void draw() { |