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光る円をパーリンノイズを使って移動。同じ大きさの円が1グループで12個あるんだけど、グループが一つの大きな塊みたいに見えて面白い。
Light particles. One group have twelve circles.
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						#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> targets; 	ofShader shader; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	this->number_of_targets = 48; 	for (int i = 0; i < this->number_of_targets; i++) { 		this->targets.push_back(glm::vec2()); 	} 	this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	float x_seed, y_seed; 	for (int i = 0; i < this->number_of_targets; i++) { 		if (i % 12 == 0) { 			x_seed = ofRandom(100); 			y_seed = ofRandom(100); 		} 		int x_base = (i / 24) * 360; 		int y_base = ((i / 12) % 2) * 360; 		int x = ofMap(ofNoise(x_seed, (ofGetFrameNum() + i) * 0.03), 0, 1, x_base, x_base + 360); 		int y = ofMap(ofNoise(y_seed, (ofGetFrameNum() + i) * 0.03), 0, 1, y_base, y_base + 360); 		this->targets[i] = glm::vec2(x, y); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniform2fv("targets", &this->targets[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()); }  | 
					
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						#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; void main(){ 	gl_Position = modelViewProjectionMatrix * position; }  | 
					
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						#version 150 const int number_of_targets = 48; uniform float time; uniform vec2 resolution; uniform vec2 targets[number_of_targets]; out vec4 outputColor; 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 < number_of_targets; i++){     vec2 t = vec2(targets[i].x, -targets[i].y) / min(resolution.x, resolution.y) * 2.0;     t.xy += vec2(-resolution.x, resolution.y) / min(resolution.x, resolution.y);     float v = 0.02 / length(p - t);     vec3 c = vec3(smoothstep(0.01, 1.0, v));     color += c;   }   outputColor = vec4(color, 1.0); }  |