This is a conversion table for uniform values on these websites / environments.
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void main(void){ | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
vec3 color = vec3(0.0); | |
// Divide the space in 4 | |
st = tile(st,4.); | |
color += vec3(box(st,vec2(.96),0.01)); | |
st = rotate2D(st,PI*0.25); |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
uniform sampler2D backBuffer; | |
#define PI 3.141592 |
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glslify-bundle git/master | |
❯ npm i | |
npm WARN deprecated standard-format@1.6.10: standard-format is deprecated in favor of a built-in autofixer in 'standard'. Usage: standard --fix | |
npm WARN deprecated minimatch@2.0.10: Please update to minimatch 3.0.2 or higher to avoid a RegExp DoS issue | |
npm WARN deprecated minimatch@0.3.0: Please update to minimatch 3.0.2 or higher to avoid a RegExp DoS issue | |
npm WARN lifecycle The node binary used for scripts is /Users/amagitakayosi/.anyenv/envs/nodenv/shims/node but npm is using /usr/local/Cellar/node/7.10.0/bin/node itself. Use the `--scripts-prepend-node-path` option to include the path for the node binary npm was executed with. | |
npm WARN prefer global node-gyp@3.6.1 should be installed with -g | |
> gl@2.1.5 install /Users/amagitakayosi/src/github.com/fand/glslify-bundle/node_modules/gl | |
> prebuild --download |
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vec3 color(in vec2 p) { | |
return vec3(p.x, p.y, p.x + p.y); | |
} | |
#pragma glslify: export(color) |
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{ | |
"global": { | |
"check_for_updates_on_startup": true, | |
"show_in_menu_bar": false, | |
"show_profile_name_in_menu_bar": false | |
}, | |
"profiles": [ | |
{ | |
"complex_modifications": { | |
"parameters": { |
会社の朝会でこういう発表しました https://www.youtube.com/watch?v=gFIPZUWY_xg
これをハンズオンします
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/*{ | |
"pixelRatio": 0.5, | |
"vertexCount": 1000, | |
"vertexMode": "TRI_FAN", | |
"PASSES": [{ | |
"TARGET": "renderBuffer", | |
"vs": "./particle.vert", | |
}, { | |
}], | |
}*/ |
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precision mediump float; | |
uniform float time; | |
uniform vec2 resolution; | |
uniform sampler2D video1; | |
uniform sampler2D video2; | |
uniform sampler2D video3; | |
vec2 rotate(in vec2 p, in float t) { | |
return mat2( | |
sin(t), cos(t), |
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/*{ "osc": 4000 }*/ | |
precision mediump float; | |
uniform float time; | |
uniform vec2 resolution; | |
uniform sampler2D osc_mouse_tx; // /mouse/tx [float] | |
uniform sampler2D osc_mouse_ty; // /mouse/ty [float] | |
uniform sampler2D osc_noise; // /noise [float] | |
uniform sampler2D osc_lfo; // /noise [float] | |
void main() { |