[orx-jumpflood] Remove #version from jumpflood shaders (#215)
This commit is contained in:
@@ -4,9 +4,6 @@ import org.openrndr.draw.ColorType
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import org.openrndr.draw.colorBuffer
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import org.openrndr.draw.colorBuffer
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.jumpfill.ShapeSDF
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import org.openrndr.extra.jumpfill.ShapeSDF
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import org.openrndr.math.Vector3
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import org.openrndr.math.transforms.transform
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import org.openrndr.shape.Circle
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import org.openrndr.svg.loadSVG
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import org.openrndr.svg.loadSVG
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fun main() {
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fun main() {
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@@ -20,6 +17,8 @@ fun main() {
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val df = colorBuffer(width, height, format = ColorFormat.RGBa, type = ColorType.FLOAT32)
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val df = colorBuffer(width, height, format = ColorFormat.RGBa, type = ColorType.FLOAT32)
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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sdf.setShapes(shapes)
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sdf.apply(emptyArray(), df)
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if (System.getProperty("takeScreenshot") == "true") {
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if (System.getProperty("takeScreenshot") == "true") {
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extend(SingleScreenshot()) {
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extend(SingleScreenshot()) {
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@@ -27,15 +26,10 @@ fun main() {
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}
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}
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}
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}
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extend {
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extend {
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sdf.setShapes(shapes.mapIndexed { index, it ->
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if(mouse.pressedButtons.isEmpty())
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it.transform(transform {
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translate(1280/2.0, 720.0/2)
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translate(-1280/2.0, -720.0/2.0)
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})
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})
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sdf.apply(emptyArray(), df)
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drawer.image(df)
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drawer.image(df)
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else
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drawer.shapes(shapes)
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}
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}
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}
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}
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}
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}
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@@ -42,14 +42,9 @@ fun main() {
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extend {
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extend {
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drawer.clear(ColorRGBa.PINK)
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drawer.clear(ColorRGBa.PINK)
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sdf0.setShapes(shapes.mapIndexed { index, it ->
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sdf0.setShapes(shapes)
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf1.setShapes(shapes.mapIndexed { index, it ->
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sdf1.setShapes(shapes.map {
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it.transform(transform {
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(1280 / 2.0, 720.0 / 2)
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rotate(Vector3.Companion.UNIT_Z, seconds * 45.0 - 30.0)
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rotate(Vector3.Companion.UNIT_Z, seconds * 45.0 - 30.0)
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@@ -31,6 +31,9 @@ fun main() {
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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val union = SDFSmoothDifference()
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val union = SDFSmoothDifference()
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sdf0.setShapes(shapes)
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sdf1.setShapes(shapes)
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val strokeFill = SDFStrokeFill()
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val strokeFill = SDFStrokeFill()
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if (System.getProperty("takeScreenshot") == "true") {
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if (System.getProperty("takeScreenshot") == "true") {
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@@ -43,19 +46,6 @@ fun main() {
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fd.apply(emptyArray(), uvmap)
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fd.apply(emptyArray(), uvmap)
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sdf0.setShapes(shapes.mapIndexed { index, it ->
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf1.setShapes(shapes.mapIndexed { index, it ->
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf0.useUV = true
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sdf0.useUV = true
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sdf0.apply(uvmap, df0)
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sdf0.apply(uvmap, df0)
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sdf1.apply(uvmap, df1)
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sdf1.apply(uvmap, df1)
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@@ -9,7 +9,6 @@ import org.openrndr.extra.gui.GUI
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import org.openrndr.extra.jumpfill.ShapeSDF
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import org.openrndr.extra.jumpfill.ShapeSDF
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import org.openrndr.extra.jumpfill.draw.SDFStrokeFill
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import org.openrndr.extra.jumpfill.draw.SDFStrokeFill
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import org.openrndr.extra.jumpfill.ops.*
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import org.openrndr.extra.jumpfill.ops.*
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import org.openrndr.math.transforms.transform
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import org.openrndr.shape.Circle
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import org.openrndr.shape.Circle
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import org.openrndr.svg.loadSVG
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import org.openrndr.svg.loadSVG
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@@ -32,8 +31,11 @@ fun main() {
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val uvmap = colorBuffer(width, height, type = ColorType.FLOAT16)
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val uvmap = colorBuffer(width, height, type = ColorType.FLOAT16)
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val circleShapes = List(1) { Circle(width/2.0, height/2.0, 200.0).shape}
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val circleShapes = List(1) { Circle(width/2.0, height/2.0, 200.0).shape}
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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sdf0.setShapes(circleShapes)
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sdf1.setShapes(shapes)
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val difference = SDFSmoothDifference()
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val difference = SDFSmoothDifference()
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val strokeFill = SDFStrokeFill()
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val strokeFill = SDFStrokeFill()
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@@ -50,19 +52,6 @@ fun main() {
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perturb.phase = seconds * 0.1
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perturb.phase = seconds * 0.1
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perturb.apply(uvmap, uvmap)
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perturb.apply(uvmap, uvmap)
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sdf0.setShapes(circleShapes.mapIndexed { index, it ->
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf1.setShapes(shapes.mapIndexed { index, it ->
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf0.useUV = true
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sdf0.useUV = true
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sdf0.apply(uvmap, df0)
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sdf0.apply(uvmap, df0)
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sdf1.apply(uvmap, df1)
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sdf1.apply(uvmap, df1)
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@@ -9,9 +9,7 @@ import org.openrndr.extra.gui.GUI
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import org.openrndr.extra.jumpfill.ShapeSDF
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import org.openrndr.extra.jumpfill.ShapeSDF
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import org.openrndr.extra.jumpfill.draw.SDFStrokeFill
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import org.openrndr.extra.jumpfill.draw.SDFStrokeFill
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import org.openrndr.extra.jumpfill.ops.*
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import org.openrndr.extra.jumpfill.ops.*
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import org.openrndr.ffmpeg.ScreenRecorder
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector2
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import org.openrndr.math.transforms.transform
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import org.openrndr.shape.Circle
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import org.openrndr.shape.Circle
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import org.openrndr.svg.loadSVG
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import org.openrndr.svg.loadSVG
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import kotlin.math.cos
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import kotlin.math.cos
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@@ -38,8 +36,11 @@ fun main() {
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val uvmap2 = colorBuffer(width, height, type = ColorType.FLOAT16)
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val uvmap2 = colorBuffer(width, height, type = ColorType.FLOAT16)
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val circleShapes = List(1) { Circle(width/2.0, height/2.0, 200.0).shape}
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val circleShapes = List(1) { Circle(width/2.0, height/2.0, 200.0).shape}
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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val shapes = loadSVG("orx-jumpflood/src/demo/resources/name.svg").findShapes().map { it.shape }
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sdf0.setShapes(circleShapes)
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sdf1.setShapes(shapes)
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val difference = SDFSmoothDifference()
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val difference = SDFSmoothDifference()
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val strokeFill = SDFStrokeFill()
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val strokeFill = SDFStrokeFill()
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sdf0.useUV = true
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sdf0.useUV = true
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@@ -68,20 +69,6 @@ fun main() {
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perturb.phase = seconds * 0.05
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perturb.phase = seconds * 0.05
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perturb.apply(uvmap, uvmap2)
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perturb.apply(uvmap, uvmap2)
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sdf0.setShapes(circleShapes.mapIndexed { index, it ->
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf1.setShapes(shapes.mapIndexed { index, it ->
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it.transform(transform {
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translate(1280 / 2.0, 720.0 / 2)
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translate(-1280 / 2.0, -720.0 / 2.0)
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})
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})
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sdf0.apply(uvmap2, df0)
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sdf0.apply(uvmap2, df0)
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sdf1.apply(uvmap2, df1)
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sdf1.apply(uvmap2, df1)
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@@ -7,7 +7,6 @@ import org.openrndr.draw.isolatedWithTarget
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import org.openrndr.draw.renderTarget
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import org.openrndr.draw.renderTarget
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.jumpfill.fx.Skeleton
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import org.openrndr.extra.jumpfill.fx.Skeleton
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import org.openrndr.extra.jumpfill.fx.StraightSkeleton
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import org.openrndr.extra.noise.simplex
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import org.openrndr.extra.noise.simplex
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fun main() {
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fun main() {
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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uniform float threshold;
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uniform float threshold;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform float radius;
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uniform float radius;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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uniform float threshold;
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uniform float threshold;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0; // image
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uniform sampler2D tex0; // image
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uniform sampler2D tex1; // distance
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uniform sampler2D tex1; // distance
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0; // image
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uniform sampler2D tex0; // image
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uniform sampler2D tex1; // distance
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uniform sampler2D tex1; // distance
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// image
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uniform sampler2D tex0;// image
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uniform sampler2D tex1;// distance
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uniform sampler2D tex1;// distance
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0; // image
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uniform sampler2D tex0; // image
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uniform sampler2D tex1; // distance
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uniform sampler2D tex1; // distance
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform vec4 skeletonColor;
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uniform vec4 skeletonColor;
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uniform vec4 backgroundColor;
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uniform vec4 backgroundColor;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform vec4 skeletonColor;
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uniform vec4 skeletonColor;
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uniform vec4 backgroundColor;
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uniform vec4 backgroundColor;
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@@ -1,4 +1,3 @@
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#version 330 core
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex1;// signed distance
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uniform sampler2D tex1;// signed distance
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uniform float factor;
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uniform float factor;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform float radius;
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uniform float radius;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0; // signed distance
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uniform sampler2D tex0; // signed distance
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uniform float radius;
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uniform float radius;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex1;// signed distance
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uniform sampler2D tex1;// signed distance
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uniform float radius;
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uniform float radius;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex0;// signed distance
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uniform sampler2D tex1;// signed distance
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uniform sampler2D tex1;// signed distance
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uniform float radius;
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uniform float radius;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0; // signed distance
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uniform sampler2D tex0; // signed distance
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uniform sampler2D tex1; // signed distance
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uniform sampler2D tex1; // signed distance
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uniform float radius;
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uniform float radius;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex1;
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uniform vec2 originalSize;
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uniform vec2 originalSize;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex1;
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@@ -1,5 +1,3 @@
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#version 330
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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uniform float iTime;
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uniform float iTime;
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out vec4 o_color;
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out vec4 o_color;
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@@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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||||||
uniform float threshold;
|
uniform float threshold;
|
||||||
|
|||||||
Reference in New Issue
Block a user