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Noise → layer
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						#pragma once #include "ofMain.h" #include "ofFbo.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) {}; 	ofFbo fbo; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofBackground(0); 	ofSetWindowTitle("Insta"); 	this->fbo.allocate(ofGetWidth(), ofGetHeight()); } //-------------------------------------------------------------- void ofApp::update() { 	int deg_span = 10; 	float radius = 30; 	float radius_span = 15; 	this->fbo.begin(); 	ofClear(0); 	for (int deg = 0; deg < 360; deg += deg_span) { 		radius = 100; 		int layer = ofNoise(radius * cos(deg * DEG_TO_RAD) * 0.025, radius * sin(deg * DEG_TO_RAD) * 0.025, ofGetFrameNum() * 0.005) * 15 + 1; 		for (int i = 0; i < layer; i++) { 			ofBeginShape(); 			for (int tmp_deg = deg; tmp_deg <= deg + deg_span; tmp_deg += 1) { 				ofVertex(radius * cos(tmp_deg * DEG_TO_RAD) + ofGetWidth() / 2, radius * sin(tmp_deg * DEG_TO_RAD) + ofGetHeight() / 2); 			} 			for (int tmp_deg = deg + deg_span; tmp_deg >= deg; tmp_deg -= 1) { 				ofVertex((radius + radius_span) * cos(tmp_deg * DEG_TO_RAD) + ofGetWidth() / 2, (radius + radius_span) * sin(tmp_deg * DEG_TO_RAD) + ofGetHeight() / 2); 			} 			ofEndShape(true); 			radius += radius_span; 		} 	} 	this->fbo.end(); } //-------------------------------------------------------------- void ofApp::draw() { 	this->fbo.draw(0, 0); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |