[orx-jumpflood] Remove #version from jumpflood shaders (#215)

This commit is contained in:
Abe Pazos
2021-12-18 21:16:50 +01:00
committed by GitHub
parent ef1da87c29
commit e5312e685d
28 changed files with 19 additions and 108 deletions

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@@ -4,9 +4,6 @@ import org.openrndr.draw.ColorType
import org.openrndr.draw.colorBuffer
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.jumpfill.ShapeSDF
import org.openrndr.math.Vector3
import org.openrndr.math.transforms.transform
import org.openrndr.shape.Circle
import org.openrndr.svg.loadSVG
fun main() {
@@ -20,6 +17,8 @@ fun main() {
val df = colorBuffer(width, height, format = ColorFormat.RGBa, type = ColorType.FLOAT32)
val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
sdf.setShapes(shapes)
sdf.apply(emptyArray(), df)
if (System.getProperty("takeScreenshot") == "true") {
extend(SingleScreenshot()) {
@@ -27,15 +26,10 @@ fun main() {
}
}
extend {
sdf.setShapes(shapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280/2.0, 720.0/2)
translate(-1280/2.0, -720.0/2.0)
})
})
sdf.apply(emptyArray(), df)
drawer.image(df)
if(mouse.pressedButtons.isEmpty())
drawer.image(df)
else
drawer.shapes(shapes)
}
}
}

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@@ -42,14 +42,9 @@ fun main() {
extend {
drawer.clear(ColorRGBa.PINK)
sdf0.setShapes(shapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf0.setShapes(shapes)
sdf1.setShapes(shapes.mapIndexed { index, it ->
sdf1.setShapes(shapes.map {
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
rotate(Vector3.Companion.UNIT_Z, seconds * 45.0 - 30.0)

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@@ -31,6 +31,9 @@ fun main() {
val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
val union = SDFSmoothDifference()
sdf0.setShapes(shapes)
sdf1.setShapes(shapes)
val strokeFill = SDFStrokeFill()
if (System.getProperty("takeScreenshot") == "true") {
@@ -43,19 +46,6 @@ fun main() {
fd.apply(emptyArray(), uvmap)
sdf0.setShapes(shapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf1.setShapes(shapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf0.useUV = true
sdf0.apply(uvmap, df0)
sdf1.apply(uvmap, df1)

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@@ -9,7 +9,6 @@ import org.openrndr.extra.gui.GUI
import org.openrndr.extra.jumpfill.ShapeSDF
import org.openrndr.extra.jumpfill.draw.SDFStrokeFill
import org.openrndr.extra.jumpfill.ops.*
import org.openrndr.math.transforms.transform
import org.openrndr.shape.Circle
import org.openrndr.svg.loadSVG
@@ -32,8 +31,11 @@ fun main() {
val uvmap = colorBuffer(width, height, type = ColorType.FLOAT16)
val circleShapes = List(1) { Circle(width/2.0, height/2.0, 200.0).shape}
val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
sdf0.setShapes(circleShapes)
sdf1.setShapes(shapes)
val difference = SDFSmoothDifference()
val strokeFill = SDFStrokeFill()
@@ -50,19 +52,6 @@ fun main() {
perturb.phase = seconds * 0.1
perturb.apply(uvmap, uvmap)
sdf0.setShapes(circleShapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf1.setShapes(shapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf0.useUV = true
sdf0.apply(uvmap, df0)
sdf1.apply(uvmap, df1)

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@@ -9,9 +9,7 @@ import org.openrndr.extra.gui.GUI
import org.openrndr.extra.jumpfill.ShapeSDF
import org.openrndr.extra.jumpfill.draw.SDFStrokeFill
import org.openrndr.extra.jumpfill.ops.*
import org.openrndr.ffmpeg.ScreenRecorder
import org.openrndr.math.Vector2
import org.openrndr.math.transforms.transform
import org.openrndr.shape.Circle
import org.openrndr.svg.loadSVG
import kotlin.math.cos
@@ -38,8 +36,11 @@ fun main() {
val uvmap2 = colorBuffer(width, height, type = ColorType.FLOAT16)
val circleShapes = List(1) { Circle(width/2.0, height/2.0, 200.0).shape}
val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
sdf0.setShapes(circleShapes)
sdf1.setShapes(shapes)
val difference = SDFSmoothDifference()
val strokeFill = SDFStrokeFill()
sdf0.useUV = true
@@ -68,20 +69,6 @@ fun main() {
perturb.phase = seconds * 0.05
perturb.apply(uvmap, uvmap2)
sdf0.setShapes(circleShapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf1.setShapes(shapes.mapIndexed { index, it ->
it.transform(transform {
translate(1280 / 2.0, 720.0 / 2)
translate(-1280 / 2.0, -720.0 / 2.0)
})
})
sdf0.apply(uvmap2, df0)
sdf1.apply(uvmap2, df1)

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@@ -7,7 +7,6 @@ import org.openrndr.draw.isolatedWithTarget
import org.openrndr.draw.renderTarget
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.jumpfill.fx.Skeleton
import org.openrndr.extra.jumpfill.fx.StraightSkeleton
import org.openrndr.extra.noise.simplex
fun main() {

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
in vec2 v_texCoord0;
uniform float threshold;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
in vec2 v_texCoord0;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform float radius;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
in vec2 v_texCoord0;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
in vec2 v_texCoord0;
uniform float threshold;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0; // image
uniform sampler2D tex1; // distance

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0; // image
uniform sampler2D tex1; // distance

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// image
uniform sampler2D tex1;// distance

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0; // image
uniform sampler2D tex1; // distance

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform vec4 skeletonColor;
uniform vec4 backgroundColor;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform vec4 skeletonColor;
uniform vec4 backgroundColor;

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@@ -1,4 +1,3 @@
#version 330 core
in vec2 v_texCoord0;
uniform sampler2D tex0;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform sampler2D tex1;// signed distance
uniform float factor;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform float radius;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0; // signed distance
uniform float radius;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform sampler2D tex1;// signed distance
uniform float radius;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;// signed distance
uniform sampler2D tex1;// signed distance
uniform float radius;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0; // signed distance
uniform sampler2D tex1; // signed distance
uniform float radius;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 originalSize;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
uniform sampler2D tex1;

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@@ -1,5 +1,3 @@
#version 330
in vec2 v_texCoord0;
uniform float iTime;
out vec4 o_color;

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@@ -1,5 +1,3 @@
#version 330 core
uniform sampler2D tex0;
in vec2 v_texCoord0;
uniform float threshold;