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March 29, 2022 09:50
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Simple feedback effect in processing / glsl... feedback.glsl belongs in the data folder
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| uniform sampler2D texture; // the current canvas is passed to this shader in Processing as "texture" which is a bad name for it but whatever | |
| uniform vec2 resolution; //set automatically by Processing | |
| uniform float time; //set manually in code | |
| void main(){ | |
| vec2 uv = gl_FragCoord.xy / resolution.xy; // coordinate with 0,0 at bottom left, and 1,1 at top right | |
| vec2 offset = vec2(cos(time), sin(time)) / resolution.xy; // the rotating offset to sample a neighbour at | |
| vec4 thisPixelColor = texture2D(texture, uv); | |
| vec4 nearPixelColor = texture2D(texture, uv + offset); | |
| vec4 finalColor = mix(thisPixelColor, nearPixelColor, 0.5); // lerp between the two colors, 0.5 specifies how quickly the effect fades into the background | |
| gl_FragColor = vec4(finalColor.rgb, 1.); | |
| } |
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| PShader feedback; | |
| float t; | |
| void setup() { | |
| size(640, 640, P2D); | |
| smooth(16); | |
| background(0); | |
| colorMode(HSB, 1, 1, 1, 1); | |
| feedback = loadShader("feedback.glsl"); | |
| } | |
| void draw() { | |
| t += 0.001; | |
| translate(width / 2, height / 2); | |
| //rotate(t * 10); | |
| fill(0, 0.1); | |
| strokeWeight(3); | |
| stroke(t % 1, 1, 1); | |
| rectMode(CENTER); | |
| rect(0, 0, 120, 120); | |
| feedback.set("time", t); | |
| filter(feedback); | |
| } |
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