This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* Teensyduino program | |
* Torch: https://github.com/evilgeniuslabs/torch | |
* Copyright (C) 2015 Jason Coon | |
* | |
* This program is free software: you can redistribute it and/or modify | |
* it under the terms of the GNU General Public License as published by | |
* the Free Software Foundation, either version 3 of the License, or | |
* (at your option) any later version. | |
* | |
* This program is distributed in the hope that it will be useful, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
A FastLED matrix example: | |
A simplex noise field fully modulated and controlled by itself | |
written by | |
Stefan Petrick 2017 | |
Do with it whatever you like and show your results to the FastLED community | |
https://plus.google.com/communities/109127054924227823508 | |
*/ | |
#include "FastLED.h" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
* A FastLED example showing how to | |
* map a virtual 2d matrix onto a circular led setup | |
* | |
* limitations: works so far only up to 255 leds | |
* | |
* written by Stefan Petrick 2016 | |
*/ | |
#include "FastLED.h" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// the animation itself | |
// basically just moves the noise in 2 dimensions | |
// and oscillates the border for the mapping methods | |
void CrossNoise2() { | |
currentPalette = RainbowStripeColors_p; | |
noisesmoothing = 20; | |
y[0] += 100; |