added shine, also codebase for shine video
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1ca861faef
commit
bbac9156c9
4 changed files with 27 additions and 7 deletions
6
App.h
6
App.h
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@ -69,6 +69,9 @@ public:
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void update() {
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void update() {
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++counter;
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++counter;
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if(counter % 100 == 0){
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std::cout << counter << std::endl;
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}
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}
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}
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void draw() {
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void draw() {
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@ -128,8 +131,9 @@ public:
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}
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}
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void scene() {
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void scene() {
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if(mouse_buttons[0]){
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if(mouse_buttons[0] || mouse_buttons[1] || mouse_buttons[2]){
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mshader.set_uniform("steps", counter/10);
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mshader.set_uniform("steps", counter/10);
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mshader.set_uniform("button", (mouse_buttons[0] ? 0 : (mouse_buttons[1] ? 1 : 2)));
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, &mouse[0]);
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glVertexPointer(2, GL_FLOAT, 0, &mouse[0]);
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@ -3,7 +3,8 @@ varying vec4 color;
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uniform int steps;
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uniform int steps;
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void main( void ) {
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void main( void ) {
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gl_FragColor.rgb = sin(3.0*sin(normalize(color.rgb) + vec3(steps)*vec3(0.01, 0.017, 0.0093)))*0.5+0.5;
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//gl_FragColor.rgb = sin(3.0*sin(normalize(color.rgb) + vec3(steps)*vec3(0.01, 0.017, 0.0093)))*0.5+0.5;
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gl_FragColor.rgb *= 0.5;
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//gl_FragColor.rgb *= 0.5;
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gl_FragColor.a = 1.0;
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//gl_FragColor.a = 1.0;
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gl_FragColor = color;
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}
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}
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@ -1,9 +1,17 @@
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varying vec4 color;
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varying vec4 color;
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uniform int button;
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void main( void ) {
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void main( void ) {
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gl_Position = gl_Vertex;
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gl_Position = gl_Vertex;
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gl_Position.xy /= vec2(800, 600)*0.5;
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gl_Position.xy /= vec2(800, 600)*0.5;
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gl_Position.xy -= 1.0;
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gl_Position.xy -= 1.0;
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gl_Position.y *= -1.0;
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gl_Position.y *= -1.0;
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color = gl_Vertex;
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if(button == 0)
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color = vec4(1.0);
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else if (button == 1)
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color = vec4(0.0, 1.0, 1.0, 1.0);
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else
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color = vec4(0.0, 0.0, 1.0, 1.0);
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}
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}
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@ -3,7 +3,14 @@ uniform sampler2D tex;
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void main( void ) {
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void main( void ) {
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gl_FragColor = texture2D(tex, gl_TexCoord[0].st);
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gl_FragColor = texture2D(tex, gl_TexCoord[0].st);
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//gl_FragColor -= texture2D(tex, gl_TexCoord[0].st + vec2(0.0, 0.005));
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//gl_FragColor = gl_FragColor*2.0 + 0.5;
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vec2 offset = vec2(0.01, 0.0);
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vec4 a = texture2D(tex, gl_TexCoord[0].st - offset);
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vec4 b = texture2D(tex, gl_TexCoord[0].st + offset);
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if(length(a-b) < 0.1 && length(gl_FragColor.rgb) > 0.3)
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gl_FragColor *= 1.0 + 0.01/length(a-b);
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gl_FragColor.a = 1.0;
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gl_FragColor.a = 1.0;
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}
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}
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