Switch back to fun main()
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@@ -1,9 +1,9 @@
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package org.openrndr.extra.fx.demo
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import org.openrndr.applicationSynchronous
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import org.openrndr.application
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import org.openrndr.extra.fx.blend.*
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fun main() {
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applicationSynchronous {
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application {
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program {
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val add = Add()
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val colorBurn = ColorBurn()
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@@ -6,7 +6,7 @@ import org.openrndr.extra.fx.blur.*
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import org.openrndr.math.Polar
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import kotlin.math.sin
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suspend fun main() {
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fun main() {
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application {
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program {
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@@ -5,7 +5,7 @@ import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.fx.distort.FluidDistort
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import org.openrndr.extra.fx.patterns.Checkers
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suspend fun main() {
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fun main() {
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application {
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program {
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val fd = FluidDistort()
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@@ -13,7 +13,7 @@
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//import org.openrndr.math.Vector2
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//import kotlin.math.absoluteValue
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//
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//suspend fun main() = application {
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//fun main() = application {
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// configure {
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// width = 1280
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// height = 720
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@@ -7,6 +7,8 @@ varying vec2 v_texCoord0;
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uniform vec2 textureSize0;
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uniform sampler2D tex0;
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uniform bool logPolar;
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#ifndef OR_GL_FRAGCOLOR
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out vec4 o_color;
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#endif
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@@ -16,8 +18,11 @@ out vec4 o_color;
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void main() {
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vec2 uv = v_texCoord0 - vec2(0.5);
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float arg = atan(uv.y, uv.x);
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float radius = length(uv);
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vec2 sourceUV = vec2(arg / (2*PI) + 0.5, radius/sqrt(0.5));
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float bias = 0.0;
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float radius = logPolar? log(1.0 + length(uv)*(exp(1.0)-bias)) / log(1.0+(exp(1.0)-bias)*sqrt(0.5)) : (length(uv) / sqrt(0.5));
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vec2 sourceUV = vec2(arg / (2*PI) + 0.5, radius);
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#ifndef OR_GL_TEXTURE2D
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vec4 result = texture(tex0, sourceUV);
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@@ -17,13 +17,14 @@ out vec4 o_color;
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uniform int angleLevels;
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uniform int radiusLevels;
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uniform bool logPolar;
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void main() {
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vec2 uv = v_texCoord0 - origin;
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vec2 uv = v_texCoord0;
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float arg = (uv.x-0.5) * 2 * PI;
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float radius = (uv.y) * sqrt(0.5);
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float radius = logPolar? (((exp(uv.y)-1.0) / (exp(1.0)-1.0))) : uv.y;
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vec2 sourceUV = radius * vec2(cos(arg), sin(arg)) + vec2(0.5);
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vec2 sourceUV = (radius * sqrt(0.5) * vec2(cos(arg), sin(arg)) + vec2(0.5));
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#ifndef OR_GL_TEXTURE2D
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vec4 result = texture(tex0, sourceUV);
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