Demos: ensure 720px wide, reduce indentation
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@@ -13,50 +13,48 @@ import org.openrndr.math.Vector3
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* Interactive orbital camera.
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*
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*/
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fun main() {
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application {
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configure {
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width = 800
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height = 800
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multisample = WindowMultisample.SampleCount(8)
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fun main() = application {
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configure {
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width = 720
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height = 720
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multisample = WindowMultisample.SampleCount(8)
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}
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program {
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extend(Orbital()) {
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this.eye = Vector3(3.0, 3.0, 10.0)
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this.fov = 60.0
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}
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program {
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extend(Orbital()) {
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this.eye = Vector3(3.0, 3.0, 10.0)
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this.fov = 60.0
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}
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val m = buildTriangleMesh {
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grid(5, 5) { u, v ->
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isolated {
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grid(3, 3, 3, GridCoordinates.UNIPOLAR) { x, y, z ->
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val pos0 = Vector3(u, v, 0.0) * 10.0
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val pos1 = Vector3(x, y, z) * 2.0
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val pos2 = pos0 + pos1 + Vector3(
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y * 0.12 + z * 0.3,
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x * 0.14 + z * 0.15,
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x * 0.16 + y * 0.17
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)
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// Drop some boxes
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if(simplex(0, pos1 * 0.5 + pos0 * 0.05) > 0) {
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translate(pos2)
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color = rgb(x, y, z)
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box(1.2, 1.2, 1.2)
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}
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val m = buildTriangleMesh {
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grid(5, 5) { u, v ->
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isolated {
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grid(3, 3, 3, GridCoordinates.UNIPOLAR) { x, y, z ->
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val pos0 = Vector3(u, v, 0.0) * 10.0
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val pos1 = Vector3(x, y, z) * 2.0
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val pos2 = pos0 + pos1 + Vector3(
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y * 0.12 + z * 0.3,
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x * 0.14 + z * 0.15,
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x * 0.16 + y * 0.17
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)
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// Drop some boxes
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if (simplex(0, pos1 * 0.5 + pos0 * 0.05) > 0) {
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translate(pos2)
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color = rgb(x, y, z)
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box(1.2, 1.2, 1.2)
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}
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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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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """
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extend {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = """
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x_fill = va_color;
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vec3 s = sin(v_worldPosition.xyz * 2.5);
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x_fill.rgb += s * 0.1 - 0.1;
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""".trimIndent()
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}
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drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
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}
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drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
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}
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}
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}
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}
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