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Color orbs.
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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> target_list; vector<glm::vec3> color_list; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->number_of_targets = 30; for (int i = 0; i < this->number_of_targets; i++) { this->target_list.push_back(glm::vec2()); this->color_list.push_back(glm::vec3()); } this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); for (int i = 0; i < this->number_of_targets; i++) { auto location_noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); this->target_list[i] = glm::vec2( ofMap(ofNoise(location_noise_seed.x, ofGetFrameNum() * 0.0005), 0, 1, 30, ofGetWidth() - 30), ofMap(ofNoise(location_noise_seed.y, ofGetFrameNum() * 0.0005), 0, 1, 30, ofGetHeight() - 30)); auto color_noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); this->color_list[i] = glm::vec3( ofMap(ofNoise(color_noise_seed.x, ofGetFrameNum() * 0.005), 0, 1, 0.25, 1), ofMap(ofNoise(color_noise_seed.y, ofGetFrameNum() * 0.005), 0, 1, 0.25, 1), ofMap(ofNoise(color_noise_seed.z, ofGetFrameNum() * 0.005), 0, 1, 0.25, 1)); } } //-------------------------------------------------------------- void ofApp::draw() { ofFill(); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform2fv("targets", &this->target_list[0].x, this->number_of_targets); this->shader.setUniform3fv("colors", &this->color_list[0].x, this->number_of_targets); ofDrawRectangle(0, 0, ofGetWidth(), ofGetHeight()); this->shader.end(); for (int i = 0; i < this->number_of_targets; i++) { ofSetColor(this->color_list[i].x * 255, this->color_list[i].y * 255, this->color_list[i].z * 255); ofBeginShape(); for (int deg = 0; deg <= 360; deg += 1) { ofVertex(this->target_list[i] + glm::vec2(30 * cos(deg * DEG_TO_RAD), 30 * sin(deg * DEG_TO_RAD))); } for (int deg = 360; deg >= 0; deg -= 1) { ofVertex(this->target_list[i] + glm::vec2(33 * cos(deg * DEG_TO_RAD), 33 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); } } //-------------------------------------------------------------- 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 = 30; uniform float time; uniform vec2 resolution; uniform vec2 targets[number_of_targets]; uniform vec3 colors[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 = 0.05 / length(p - t); float r = v * colors[i].x; float g = v * colors[i].y; float b = v * colors[i].z; vec3 c = vec3(smoothstep(0.05, 1.0, r), smoothstep(0.05, 1.0, g), smoothstep(0.05, 1.0, b)); color += c; } outputColor = vec4(color, 1.0); } |