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危険が危ない飲料フォーナイン!
99.99 is Dangerous Drink .
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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 | #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) {}; 	ofImage image; 	vector<glm::vec3> y_noise; 	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 69 70 71 72 73 74 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetColor(39); 	this->image.load("images/chu-hi.png"); 	for (int i = 0; i < ofGetHeight(); i++)  	{ 		this->y_noise.push_back(glm::vec3(0.f, 0.f, 0.f));  	} 	this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { 	glm::vec3 noise_value; 	for (int y = 0; y < this->y_noise.size(); y++) { 		if (y % 25 == 0) {  			for (int i = 0; i < 3; i++) { 				noise_value[i] = ofMap(ofNoise(i * 10, y * 0.05, ofGetFrameNum() * 0.03), 0, 1, -1, 1); 				if (noise_value[i] > 0.5) { 					noise_value[i] -= 0.5; 				} 				else if (noise_value[i] < -0.5) { 					noise_value[i] += 0.5; 				} 				else { 					noise_value[i] = 0.0; 				} 			} 		} 		this->y_noise[y] = noise_value; 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniformTexture("tex", this->image, 1); 	this->shader.setUniform3fv("y_noise", &this->y_noise[0].x, ofGetHeight()); 	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 | #version 150 uniform float time; uniform vec2 resolution; uniform sampler2DRect tex; uniform vec3 y_noise[720]; out vec4 outputColor; void main() {   float drift = 360.0;   float r = texture(tex, vec2(gl_FragCoord.x + drift * y_noise[int(gl_FragCoord.y)].r, (resolution.y - gl_FragCoord.y))).r;   float g = texture(tex, vec2(gl_FragCoord.x + drift * y_noise[int(gl_FragCoord.y)].g, (resolution.y - gl_FragCoord.y))).g;   float b = texture(tex, vec2(gl_FragCoord.x + drift * y_noise[int(gl_FragCoord.y)].b, (resolution.y - gl_FragCoord.y))).b;   outputColor = vec4(r, g, b, 1.0); } |