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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
#define PI 3.1415927 | |
#define PI2 (PI*2.0) |
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float snoise(vec3 uv, float res) // by trisomie21 | |
{ | |
const vec3 s = vec3(1e0, 1e2, 1e4); | |
uv *= res; | |
vec3 uv0 = floor(mod(uv, res))*s; | |
vec3 uv1 = floor(mod(uv+vec3(1.), res))*s; | |
vec3 f = fract(uv); f = f*f*(3.0-2.0*f); |
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float rand( float n ) | |
{ | |
return fract(sin(n*443.23)*43758.5453); | |
} | |
float hash( float n ) | |
{ | |
return fract(sin(n)*43758.5453123); | |
} |
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float mod289(float x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 mod289(vec4 x) | |
{ | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
#define N 12 |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec2 center = vec2(0.5,0.5); |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
uniform float triHeight; | |
uniform float triSize; |
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/** | |
* @title Cloud Demo | |
* @version v0.3 | |
* @author Mark Sleith | |
* @website www.cngames.co.uk/portfolio | |
* @date 15/08/2012 | |
* | |
* @note Noise and fBm from iq's latest live coding video, "a simple eye ball". | |
* | |
* @todo Add varying cloud density, cloud illumination. |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec3 iResolution = vec3(resolution.x,resolution.y,100.); | |
vec4 iMouse = vec4(mouse.x,mouse.y,5.,5.); |
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+void MovieBase::setAudioDevice(const std::string& audioDeviceName, float audioBalance) | |
+{ | |
+ // create a QT Audio Context and set it on a Movie | |
+ ::QTAudioContextRef audioContext; | |
+ ::CFStringRef deviceId = ::CFStringCreateWithCString( kCFAllocatorDefault, audioDeviceName.c_str(), kCFStringEncodingUTF8 ); | |
+ OSStatus status = ::QTAudioContextCreateForAudioDevice(kCFAllocatorDefault, deviceId, NULL, &audioContext); | |
+ if (status) | |
+ throw QuickTimePathInvalidExc(); | |
+ |
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