I hereby claim:
- I am solsarratea on github.
- I am ssarratea (https://keybase.io/ssarratea) on keybase.
- I have a public key whose fingerprint is 13A8 3030 1731 1A48 55B8 CA1A 26A9 588B 3940 1033
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
| uniform float time; | |
| uniform vec2 resolution; | |
| uniform vec3 spectrum; | |
| uniform sampler2D texture0; | |
| out vec4 fragColor; | |
| #define PHI (sqrt(5)*0.5 + 0.5) | |
| //Color function | |
| vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) | |
| { |
| <!DOCTYPE html> | |
| <html> | |
| <head> | |
| <meta charset="utf-8"> | |
| <title>Day 1</title> | |
| <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script> | |
| </head> | |
| <style> | |
| body { margin: 0; } | |
| canvas { display: block; } |
| // Create foldings | |
| // Target: flip one of the sides into another. | |
| // i - For each point on on of the side reflect point around an arbitrary line. | |
| void main (){ | |
| vec2 pos = uv(); | |
| vec4 color = vec4(0.); | |
| // Drawing Koch Curve - first iteration | |
| //i- draw line | |
| //ii- uv symmetrical to y-axis | |
| //ii- fold it | |
| float reflection(inout vec2 pos, float angle){ | |
| vec2 normal = vec2(sin(angle),cos(angle)); | |
| float d = dot(pos, normal); | |
| pos -= normal*min(0.,d)*2.; |
| // Drawing Koch Curve - k-iterations | |
| const int iterations = 7; | |
| float scale = 3.; | |
| void reflection(inout vec2 pos, float angle){ | |
| vec2 normal = vec2(sin(angle),cos(angle)); | |
| float d = dot(pos, normal); | |
| pos -= normal*min(0.,d)*2.; |
| // Kosh snowflake | |
| const int iterations = 5; | |
| float scale = 3.; | |
| float reflection(inout vec2 pos, float angle){ | |
| vec2 normal = vec2(sin(angle),cos(angle)); | |
| float d = dot(pos, normal); | |
Buscamos que durante las clases este sea un espacio de contención, de respeto y libre de acoso para todes En fin de poder crear un ambiente distendido, de aprendizaje y seguro.
Actualmente organizamos:
| vec3 cosPalette(float t){ | |
| vec3 a = vec3(0.6,0.5,0.25); | |
| vec3 b = vec3(0.5,0.5,0.4); | |
| vec3 c = vec3(.2,.3,1.); | |
| vec3 d = vec3(.2,0.3,0.32); | |
| return a + b*cos( 6.28318*(c*t+d)); | |
| } | |
| void pMod3(inout vec3 p, vec3 size) { |