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赤く光らせたかったけど、ただボヤけた感じになってしまった
Mirage.
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 | #pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: 	void setup(); 	void update(); 	void draw(); 	void keyPressed(int key) {}; 	void keyReleased(int key) {}; 	void mouseMoved(int x, int y) {}; 	void mouseDragged(int x, int y, int button) {}; 	void mousePressed(int x, int y, int button) {}; 	void mouseReleased(int x, int y, int button) {}; 	void mouseEntered(int x, int y) {}; 	void mouseExited(int x, int y) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	int number_of_targets; 	vector<glm::vec2> targets1; 	vector<glm::vec2> targets2; 	ofShader shader; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	this->number_of_targets = 60; 	for (int i = 0; i < this->number_of_targets; i++) { 		this->targets1.push_back(glm::vec2()); 		this->targets2.push_back(glm::vec2()); 	} 	this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	float radius = 250; 	for (int i = 0; i < this->number_of_targets; i++) { 		int deg = i * 3 + 90; 		ofPoint point = ofPoint(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); 		float noise_value = ofNoise(deg * 0.03, ofGetFrameNum() * 0.008); 		float x_param = 0; 		if (noise_value > 0.75) { 			x_param = ofMap(noise_value, 0.75, 1.0, 0, 150); 		} 		else if (noise_value < 0.25) { 			x_param = ofMap(noise_value, 0.25, 0.0, 0, -150); 		} 		this->targets1[i] = glm::vec2(point.x + x_param + ofGetWidth() * 0.5, point.y + ofGetHeight() * 0.5); 		this->targets2[i] = glm::vec2(-point.x + x_param + ofGetWidth() * 0.5, point.y + ofGetHeight() * 0.5); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniform2fv("targets1", &this->targets1[0].x, this->number_of_targets); 	this->shader.setUniform2fv("targets2", &this->targets2[0].x, this->number_of_targets); 	ofDrawRectangle(0, 0, ofGetWidth(), ofGetHeight()); 	this->shader.end(); } //-------------------------------------------------------------- int main() { 	ofGLWindowSettings settings; 	settings.setGLVersion(3, 2); 	settings.setSize(720, 720); 	ofCreateWindow(settings); 	ofRunApp(new ofApp()); } | 
| 1 2 3 4 5 6 7 8 | #version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; void main(){ 	gl_Position = modelViewProjectionMatrix * position; } | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 | #version 150 const int number_of_targets = 60; uniform float time; uniform vec2 resolution; uniform vec2 targets1[number_of_targets]; uniform vec2 targets2[number_of_targets]; out vec4 outputColor; /// Reference /// https://trap.jp/post/142/ float crs(vec2 v1, vec2 v2) {     return v1.x*v2.y - v1.y*v2.x; } // 2点v1, v2を端点に持つ線分との距離を返す float line(vec2 p, vec2 v1, vec2 v2) {     p  -= v1;     vec2 v = v2-v1;     float t = dot(p, normalize(v));     if (t<0.0) {         return length(p);     } else if (t>length(v)) {         return length(p-v);     } else {         return abs(crs(p, normalize(v)));     } } void main() {   vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);   vec3 color = vec3(0.0);   for(int i = 0; i < 60; i++){     vec2 t1 = vec2(targets1[i].x, -targets1[i].y) / min(resolution.x, resolution.y) * 2.0;     vec2 t2 = vec2(targets2[i].x, -targets2[i].y) / min(resolution.x, resolution.y) * 2.0;     t1.xy += vec2(-resolution.x, resolution.y) / min(resolution.x, resolution.y);     t2.xy += vec2(-resolution.x, resolution.y) / min(resolution.x, resolution.y);     float v = 0.005 / line(p, t1, t2);     vec3 c = vec3(smoothstep(0.0, 1.0, v), 0.0, 0.0);     color += c;   }   outputColor = vec4(color, 1.0); } |