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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float adsk_time; | |
uniform float adsk_result_w, adsk_result_h; | |
uniform float Rotation; | |
uniform float pLeft; | |
uniform bool vignette; |
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uniform float adsk_time; | |
uniform float adsk_result_w, adsk_result_h; | |
uniform float pRight; | |
uniform float pLeft; | |
uniform float Offset; | |
uniform float Speed; | |
uniform float Zoom; | |
uniform float Detail; | |
uniform float Steps; | |
uniform float Aspect; |
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<!-- filthy matchbox prototyping environment --> | |
<!-- [email protected] --> | |
<canvas id="canvas" width="640" height="360"></canvas> | |
<textarea id="txt" style="width:640px; height:360px;"> | |
uniform float adsk_result_w, adsk_result_h; | |
uniform float adsk_time; | |
uniform float amount; | |
uniform vec2 position; | |
uniform vec3 colour; | |
uniform int number; |
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uniform sampler2D image; | |
uniform float radius; | |
uniform float adsk_result_w, adsk_result_h; | |
uniform vec4 work; | |
vec2 iResolution = vec2(adsk_result_w, adsk_result_h); | |
vec2 uv=(gl_FragCoord.xy/iResolution.xy); | |
vec2 vTexCoord = uv; | |
float blurSize = radius/iResolution.x; |
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import numpy as np, matplotlib.pyplot as pp, mpl_toolkits.mplot3d as mp | |
import scipy.interpolate as si, scipy.optimize as so, scipy.spatial.distance as ssd, scipy.integrate | |
data = (1,2,3,4,5,6,7,8),(1,2.5,4,5.5,6.5,8.5,10,12.5),(1,2.5,4.5,6.5,8,8.5,10,12.5) | |
p = 6.5,9.5,9 | |
# Fit a spline to the data - s is the amount of smoothing, tck is the parameters of the resulting spline | |
(tck, uu) = si.splprep(data, s=0) | |
# Return distance from 3d point p to a point on the spline at spline parameter u |
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// frameguide | |
// Shader written by: Kyle Obley ([email protected]), Miles Essmiller & Ivar Beer | |
uniform sampler2D Source; | |
uniform float adsk_result_w, adsk_result_h, adsk_Source_frameratio, adsk_time; | |
uniform float ratio, let_blend, guide_blend, center_blend, size; | |
vec2 resolution = vec2(adsk_result_w, adsk_result_h); | |
float iGlobalTime = adsk_time; |
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// Using Ashima's simplex noise | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
vec3 mod289(vec3 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec2 mod289(vec2 x) { |
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uniform float adsk_time; | |
uniform float adsk_result_w, adsk_result_h; | |
uniform sampler2D front, matte; | |
float get(vec2 p) { | |
return texture2D(matte, p).r; | |
} | |
void main(void) | |
{ |
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uniform sampler2D source; | |
uniform float adsk_time, zoom, offset, adsk_result_frameratio, rotation; | |
uniform float Speed, pos_frq, pos_amp_x, pos_amp_y, zoom_amp, zoom_frq, rot_frq, rot_amp; | |
uniform float adsk_result_w, adsk_result_h; | |
vec2 resolution = vec2(adsk_result_w, adsk_result_h); | |
uniform vec2 center; | |
uniform bool enbl_zoom, enbl_position, enbl_rotation; |
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// based on https://www.shadertoy.com/view/4tSSzt by FabriceNeyret2 | |
// using the base ray-marcher of Trisomie21: https://www.shadertoy.com/view/4tfGRB# | |
vec3 adsk_getVertexPosition(); | |
vec3 adsk_getCameraPosition(); | |
vec3 adsk_getLightPosition(); | |
vec3 adsk_getLightDirection(); | |
vec3 adsk_getLightTangent(); | |
vec3 adsk_getLightColour(); | |
vec3 adsk_getDiffuseMapCoord(); |
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