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-- $Id: gui_metal_features.lua 3171 2008-11-06 09:06:29Z det $ | |
-------------------------------------------------------------------------------- | |
-------------------------------------------------------------------------------- | |
-- | |
-- file: gui_metal_features.lua | |
-- brief: highlights features with metal in metal-map viewmode | |
-- author: Dave Rodgers | |
-- | |
-- Copyright (C) 2007. | |
-- Licensed under the terms of the GNU GPL, v2 or later. |
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//https://www.shadertoy.com/view/4scBDS | |
#define sum3(v) (v[0]+v[1]+v[2]) | |
#define sqr(n) (n*n) | |
#define L(x, y) sqrt(sum3(sqr(vec3(texture(iChannel0, (U+vec2(x,y))/iResolution.xy).rgb)*vec3(.299, .587, .114)))) | |
void mainImage( out vec4 O, in vec2 U ) { | |
vec3 a = vec3(-1, -2, -1), b = vec3(1, 2, 1); | |
float x = dot(vec3(L(-1,-1), L(-1,0), L(-1,1)), a) | |
+dot(vec3(L(1,-1), L(1,0), L(1,1)), b), | |
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function gadget:GetInfo() | |
return { | |
name = "Lava Gadget 2.3", | |
desc = "lava", | |
author = "knorke, Beherith, The_Yak, Anarchid, Kloot, Gajop, ivand", | |
date = "Feb 2011, Nov 2013", | |
license = "GNU GPL, v2 or later", | |
layer = -3, | |
enabled = true | |
} |
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--Inputs | |
LEVELS = 20 | |
x= 0.15 | |
--Vars | |
rest = 1.0 | |
sum = 0 | |
array = {} | |
table.insert(array, 0.0) |
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//https://www.shadertoy.com/view/4djSRW | |
// Hash without Sine | |
// Creative Commons Attribution-ShareAlike 4.0 International Public License | |
// Created by David Hoskins. | |
// *** Change these to suit your range of random numbers.. | |
#if 1 | |
// *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions. | |
#define HASHSCALE1 .1031 |
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vec3 SpherePoints_GoldenAngle(float i, float numSamples) { | |
const float goldenAngle = PI * (3.0 - sqrt(5.0)); | |
float theta = i * goldenAngle; | |
float z = (1.0 - 1.0/numSamples) * (1.0 - 2.0 * i / (numSamples - 1.0)); | |
float radius = sqrt(1.0 - z * z); | |
return vec3(radius * cos(theta), radius * sin(theta), z); | |
} |
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//https://www.shadertoy.com/view/MslyRr | |
/////////////////////////////////////////////////////////////////////////////// | |
mat4 RotationMatrix(vec3 axis, float angle) | |
{ | |
axis = normalize(axis); | |
float s = sin(angle); | |
float c = cos(angle); | |
float oc = 1.0 - c; | |
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, |
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| Image format (sized) | Unsized | Compr | Pixel format | Pixel type | | |
|---------------------------------------|--------------------|-------|--------------------|-----------------------------------| | |
| GL_R8 | GL_RED | False | GL_RED | GL_UNSIGNED_BYTE | | |
| GL_R8_SNORM | GL_RED | False | GL_RED | GL_BYTE | | |
| GL_R16 | GL_RED | False | GL_RED | GL_UNSIGNED_SHORT | | |
| GL_R16_SNORM | GL_RED | False | GL_RED | GL_SHORT | | |
| GL_R32F | GL_RED | False | GL_RED | GL_FLOAT | | |
| GL_R8I | GL_RED | False | GL_RED_INTEGER | GL_INT | |
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#include <glad/glad.h> | |
#include <GLFW/glfw3.h> | |
#include <memory> | |
#include <iostream> | |
#include <cassert> | |
void framebuffer_size_callback(GLFWwindow* window, int width, int height); | |
void processInput(GLFWwindow *window); |
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-- Spring OpenGL abstraction layer (GLAL). Abstracts away the difference between maintenance and develop engines | |
-- Author: ivand/LHoG | |
local isDevelop = (gl.CreateVertexArray ~= nil) | |
if isDevelop then | |
----------------------------------------------------------------- | |
-- Develop | |
----------------------------------------------------------------- |
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