mirror of
https://github.com/processing/processing4.git
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Updated to OpenGL examples in Java mode
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@@ -13,15 +13,13 @@
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* and maximum z values.
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*/
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void setup()
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{
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void setup() {
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size(640, 360, P3D);
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noStroke();
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fill(204);
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}
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void draw()
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{
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void draw() {
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background(0);
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lights();
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@@ -7,6 +7,11 @@
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// of a bad printing process. Can be controlled
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// with different settings for RGB
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform vec3 Scale;
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uniform vec3 Offset;
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uniform vec3 Register;
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@@ -1,3 +1,8 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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uniform vec2 texcoordOffset;
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@@ -1,3 +1,8 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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uniform vec2 texcoordOffset;
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@@ -5,6 +5,11 @@
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// explained in Paul Bourke's website:
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// http://paulbourke.net/miscellaneous/domefisheye/fisheye/
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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@@ -5,6 +5,11 @@
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// explained in Paul Bourke's website:
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// http://paulbourke.net/miscellaneous/domefisheye/fisheye/
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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@@ -8,6 +8,11 @@
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// Useful for ceramic or fluids - from Advanced
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// Renderman, thanks to Larry Gritz
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform vec3 AmbientColour;
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uniform vec3 DiffuseColour;
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uniform vec3 SpecularColour;
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@@ -1,6 +1,11 @@
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// Adapted from:
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// http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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// The inverse of the texture dimensions along X and Y
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