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#version 330 | |
// Tonemapping | |
// ----------- | |
// Some of these are attributed to certain games. | |
// But this is mostly secondhand info, so take it with a grain of salt. | |
vec3 Tonemap_Reinhard(vec3 x) { | |
// Simplest Reinhard tonemapper. |
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// Visualization of Shirley and Chui's Concentric Mapping | |
// projected onto a hemisphere -- e.g. for irradiance tracing. | |
// The points are drawn to the window and C code is output to the console. | |
// This import is needed since Processing 4. | |
// In Processing complains about it not finding it: | |
// In the menubar go to to sketch -> import library -> add library, | |
// enter javafx in the searchbox and download it. | |
import processing.javafx.*; |
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function roundrectpoly(x, y, w, h, r, n) | |
-- required args | |
assert(x ~= nil and type(x) == "number") | |
assert(y ~= nil and type(y) == "number") | |
assert(w ~= nil and type(w) == "number") | |
assert(h ~= nil and type(h) == "number") | |
-- optional args | |
assert(r == nil or type(r) == "number") |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<meta name="viewport" content="width=device-width"> | |
<title>JS Bin</title> | |
</head> | |
<body> | |
<script id="jsbin-javascript"> |
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// ------- | |
// Globals | |
// ------- | |
pagewidth = 50rem | |
hgap = 1rem | |
vgap = 1rem | |
// ---------------- | |
// Utlity Functions |
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double fib(int n) { | |
const double sqrt5 = sqrt(5); | |
const double phi_a = (1 + sqrt5)/2; | |
const double phi_b = (1 - sqrt5)/2; | |
return (pow(phi_a, n) - pow(phi_b, n))/sqrt5; | |
} |
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PVector clickPos = new PVector(0, 0); | |
PVector clickRadi = new PVector(100, 100); | |
void angler( | |
PVector arcPos, float arcRadi, float arcTurn, PVector arcDir, | |
float stepSize, boolean fixStep) { | |
float halfAngle = PI*arcTurn; | |
float totalAngle = TAU*arcTurn; | |
float totalSteps = totalAngle*arcRadi/stepSize; |
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// Crosstalk makes HDR highlights tend towards white. | |
// This is more realistic and maintains definition in overexposed areas. | |
// -- | |
// Threshold is the point at which the desaturation kicks in. | |
// Shallowness is the rate at which the color reaches pure white. | |
// Higher Shallowness values create a slower rise. | |
vec3 Crosstalk(vec3 color, float threshold, float shallowness) { | |
// Luminosity | |
float luma = color.r * 0.299 + color.g * 0.587 + color.b * 0.114; |
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// Makes text funky. | |
"use strict"; | |
function funkyType(selector, args) { | |
function limitDecimals(n, decimals) { | |
decimals = Math.pow(10, decimals); | |
return Math.trunc(n * decimals) / decimals; | |
} |
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// sRGB to/from linear-space conversions, by Ian Taylor | |
// source: http://chilliant.blogspot.be/2012/08/srgb-approximations-for-hlsl.html | |
// Alternate LinearToGamma(), without pow(): | |
// srgb = 0.585122381 * sqrt(linear) + | |
// 0.783140355 * sqrt(sqrt(linear)) - | |
// 0.368262736 * sqrt(sqrt(sqrt(linear))); | |
vec3 LinearToGamma(in vec3 linear) { | |
return max(1.055f * pow3(linear, 0.416666667f) - 0.055f, 0); |
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