vec2 offSet[4];
offSet[0] = vec2(0.,0.);
offSet[1] = vec2(0.,1.);
offSet[2] = vec2(1.,0.);
offSet[3] = vec2(1.,1.);
vec3 zAxis = normalize( vNormal[0] );
vec3 yAxis = vec3( 0.0, 1.0, 0.0 );
vec3 xAxis = normalize( cross(zAxis, yAxis) );
ofDirectory dir(_path);
if(dir.exists()){
dir.listDir();
int total = dir.getFiles().size();
for (int i = 0; i < total; i++) {
cout << "Loading " << dir.getName(i) << endl;
}
}
varying vec4 vPos;
varying vec3 vNormal;
void main(){
Extracted from https://github.com/rpavlik/maya2osg/tree/master/src/GLSL
varying vec2 vTexCoord;
varying vec3 vNormal;
varying vec3 vEye;
void main() {
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
<?php
{
$output = shell_exec("cd /var/www/html/; git pull origin master;");
echo "<pre>$output</pre>";
}
die("done " . mktime());
?>