Create three custom nodes as follows:
SinewaveCustom (with output type CMOT Float 1)
//It is possible to use macros to define convenience local functions
#define SINENORM( arg ) 0.5 * ( sin( arg ) + 1.0 )
-.../Build/Android/PipelineCaches/... | |
-.../PS4/... | |
-.../QNX/... | |
-.../XB1/... | |
-.../Platforms/GDK/... | |
-.../Platforms/PS5/... | |
-.../Platforms/Sony/... | |
-.../Platforms/WinGDK/... | |
-.../Platforms/XSX/... | |
-.../Platforms/XboxCommon/... |
<movie service="craftsman-1.0"> | |
<head> | |
<filtercode name="averageShift"> | |
<![CDATA[ | |
#version 120 | |
#extension GL_EXT_gpu_shader4 : enable | |
uniform sampler2D texture0; | |
uniform sampler2D texture1; |
#include "ColorPalette.h" | |
#include "cinder/CinderAssert.h" | |
#include "cinder/Rand.h" | |
#include <algorithm> | |
#include <numeric> | |
using namespace ci; | |
using namespace col; |
import requests | |
import json | |
import operator | |
companies = [ "adafruit" , "akqa" , "B-Reel" , "thebarbariangroup" , "cinder" , "BBDO" , "breakfastny" , "CLOUDS-Interactive-Documentary" , "deeplocal" , "digitas" , "morethanlogic" , "dreamworksanimation" , "fakelove" , "field" , "google" , "googlecreativelab" , "dataarts" , "MadSciLabs" , "HeliosInteractive" , "hellicarandlewis" , "ideo" , "ideo-digital-shop" , "labatrockwell" , "legworkstudio" , "local-projects" , "msopentech" , "MidnightCommercial" , "mpcdigital" , "otherlab" , "PixarAnimationStudios" , "Psyop" , "razorfish" , "redpaperheart" , "sapient-global" , "sapientnitro" , "sparkfun" , "stopp" , "tbwa" , "therumpusroom" , "warprecords" , "Vidvox" , "warprecords" , "wieden-kennedy" , "YCAMInterlab" , "Your-Majesty" ] | |
company_stars = {} | |
for company in companies: | |
request_string = 'https://api.github.com/users/' + company + '/repos' |
#include <iostream> | |
#include <vector> | |
#include <algorithm> | |
#include <iterator> | |
#include <assert.h> | |
typedef std::chrono::high_resolution_clock Clock; | |
template<typename T> |
PVector b0, b1, b2, b3; | |
PVector pos, debutPos, ciblePos; | |
float t_anim, t_debut, t_duree; | |
void setup() { | |
size(400, 400); | |
background(0); | |
smooth(); | |
t_anim = t_duree = 2000.0; | |
#include "cinder/app/AppNative.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/Quaternion.h" | |
#include "cinder/Timeline.h" | |
#include "cinder/MayaCamUI.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; |
/* | |
* Reviewing ray-tracing basics in glsl. Loosely based on Inigo Quilez's articles. | |
* Éric Renaud-Houde - num3ric.com | |
* December 2012 | |
*/ | |
#ifdef GL_ES | |
precision highp float; | |
#endif |
' {$STAMP BS2} | |
' {$PBASIC 2.5} | |
' 0 is forward mode (robot is moving) | |
' 1 is rotate mode (robot is rotating to randomAngle) | |
currentState VAR Bit | |
'Random bits for the random angle generation | |
randomBits VAR Word |