mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
cleanup shader constants, update examples
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@@ -14,8 +14,8 @@ void setup() {
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img = loadImage("berlin-1.jpg");
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pg = (PGraphicsOpenGL)g;
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shader = pg.loadShader("edges.glsl", TEXTURE_SHADER);
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pg.setShader(shader, TEXTURE_SHADER);
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shader = pg.loadShader("edges.glsl", PShader.TEXTURE_SHADER);
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pg.setShader(shader, PShader.TEXTURE_SHADER);
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customShader = true;
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}
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@@ -25,10 +25,10 @@ public void draw() {
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public void mousePressed() {
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if (customShader) {
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pg.defaultShader(TEXTURE_SHADER);
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pg.defaultShader(PShader.TEXTURE_SHADER);
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customShader = false;
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} else {
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pg.setShader(shader, TEXTURE_SHADER);
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pg.setShader(shader, PShader.TEXTURE_SHADER);
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customShader = true;
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}
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}
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@@ -20,8 +20,8 @@ void setup() {
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canvas.noSmooth();
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pg = (PGraphicsOpenGL) g;
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shader = pg.loadShader("fxaa.glsl", TEXTURE_SHADER);
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pg.setShader(shader, TEXTURE_SHADER);
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shader = pg.loadShader("fxaa.glsl", PShader.TEXTURE_SHADER);
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pg.setShader(shader, PShader.TEXTURE_SHADER);
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usingShader = true;
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canvas.beginDraw();
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@@ -55,10 +55,10 @@ public void draw() {
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public void mousePressed() {
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if (!drawing && width - msgLen < mouseX && height - 23 < mouseY) {
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if (usingShader) {
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pg.defaultShader(TEXTURE_SHADER);
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pg.defaultShader(PShader.TEXTURE_SHADER);
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usingShader = false;
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} else {
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pg.setShader(shader, TEXTURE_SHADER);
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pg.setShader(shader, PShader.TEXTURE_SHADER);
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usingShader = true;
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}
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updateMessage();
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@@ -84,11 +84,11 @@ void drawMessage() {
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if (usingShader) {
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// We need the default texture shader to
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// render text.
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pg.defaultShader(TEXTURE_SHADER);
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pg.defaultShader(PShader.TEXTURE_SHADER);
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}
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fill(0);
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text(message, width - msgLen, height - 5);
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if (usingShader) {
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pg.setShader(shader, TEXTURE_SHADER);
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pg.setShader(shader, PShader.TEXTURE_SHADER);
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}
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}
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@@ -13,8 +13,8 @@ public void setup() {
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fill(204);
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pg = (PGraphicsOpenGL)g;
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shader = pg.loadShader("ToonVert.glsl", "ToonFrag.glsl", LIGHT_SHADER);
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pg.setShader(shader, LIGHT_SHADER);
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shader = pg.loadShader("ToonVert.glsl", "ToonFrag.glsl", PShader.LIGHT_SHADER);
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pg.setShader(shader, PShader.LIGHT_SHADER);
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customShader = true;
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}
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@@ -31,11 +31,11 @@ public void draw() {
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public void mousePressed() {
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if (dist(mouseX, mouseY, width/2, height/2) < 80) {
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if (customShader) {
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pg.defaultShader(LIGHT_SHADER);
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pg.defaultShader(PShader.LIGHT_SHADER);
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customShader = false;
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}
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else {
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pg.setShader(shader, LIGHT_SHADER);
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pg.setShader(shader, PShader.LIGHT_SHADER);
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customShader = true;
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}
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}
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