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New examples for 2.0
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/**
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* Move Eye.
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* by Simon Greenwold.
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*
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* The camera lifts up (controlled by mouseY) while looking at the same point.
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*/
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void setup() {
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size(640, 360, P3D);
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fill(204);
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}
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void draw() {
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lights();
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background(0);
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// Change height of the camera with mouseY
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camera(30.0, mouseY, 220.0, // eyeX, eyeY, eyeZ
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0.0, 0.0, 0.0, // centerX, centerY, centerZ
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0.0, 1.0, 0.0); // upX, upY, upZ
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noStroke();
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box(90);
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stroke(255);
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line(-100, 0, 0, 100, 0, 0);
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line(0, -100, 0, 0, 100, 0);
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line(0, 0, -100, 0, 0, 100);
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}
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@@ -0,0 +1,41 @@
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/**
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* Perspective.
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*
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* Move the mouse left and right to change the field of view (fov).
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* Click to modify the aspect ratio. The perspective() function
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* sets a perspective projection applying foreshortening, making
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* distant objects appear smaller than closer ones. The parameters
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* define a viewing volume with the shape of truncated pyramid.
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* Objects near to the front of the volume appear their actual size,
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* while farther objects appear smaller. This projection simulates
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* the perspective of the world more accurately than orthographic projection.
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* The version of perspective without parameters sets the default
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* perspective and the version with four parameters allows the programmer
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* to set the area precisely.
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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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}
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void draw() {
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lights();
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background(204);
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float cameraY = height/2.0;
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float fov = mouseX/float(width) * PI/2;
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float cameraZ = cameraY / tan(fov / 2.0);
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float aspect = float(width)/float(height);
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if (mousePressed) {
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aspect = aspect / 2.0;
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}
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perspective(fov, aspect, cameraZ/10.0, cameraZ*10.0);
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translate(width/2+30, height/2, 0);
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rotateX(-PI/6);
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rotateY(PI/3 + mouseY/float(height) * PI);
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box(45);
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translate(0, 0, -50);
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box(30);
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}
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@@ -0,0 +1,28 @@
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/**
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* Directional.
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*
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* Move the mouse the change the direction of the light.
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* Directional light comes from one direction and is stronger
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* when hitting a surface squarely and weaker if it hits at a
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* a gentle angle. After hitting a surface, a directional lights
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* scatters in all directions.
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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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noStroke();
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background(0);
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float dirY = (mouseY / float(height) - 0.5) * 2;
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float dirX = (mouseX / float(width) - 0.5) * 2;
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directionalLight(204, 204, 204, -dirX, -dirY, -1);
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translate(width/2 - 100, height/2, 0);
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sphere(80);
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translate(200, 0, 0);
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sphere(80);
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}
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@@ -0,0 +1,29 @@
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/**
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* Lights 1.
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*
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* Uses the default lights to show a simple box. The lights() function
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* is used to turn on the default lighting.
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*/
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float spin = 0.0;
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void setup()
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{
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size(640, 360, P3D);
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noStroke();
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}
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void draw()
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{
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background(51);
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lights();
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spin += 0.01;
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pushMatrix();
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translate(width/2, height/2, 0);
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rotateX(PI/9);
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rotateY(PI/5 + spin);
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box(150);
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popMatrix();
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}
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/**
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* Lights 2
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* by Simon Greenwold.
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*
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* Display a box with three different kinds of lights.
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*/
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void setup()
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{
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size(640, 360, P3D);
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noStroke();
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}
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void draw()
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{
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background(0);
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translate(width / 2, height / 2);
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// Orange point light on the right
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pointLight(150, 100, 0, // Color
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200, -150, 0); // Position
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// Blue directional light from the left
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directionalLight(0, 102, 255, // Color
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1, 0, 0); // The x-, y-, z-axis direction
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// Yellow spotlight from the front
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spotLight(255, 255, 109, // Color
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0, 40, 200, // Position
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0, -0.5, -0.5, // Direction
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PI / 2, 2); // Angle, concentration
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rotateY(map(mouseX, 0, width, 0, PI));
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rotateX(map(mouseY, 0, height, 0, PI));
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box(150);
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}
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/**
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* Reflection
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* by Simon Greenwold.
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*
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* Vary the specular reflection component of a material
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* with the horizontal position of the mouse.
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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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colorMode(RGB, 1);
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fill(0.4);
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}
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void draw() {
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background(0);
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translate(width / 2, height / 2);
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// Set the specular color of lights that follow
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lightSpecular(1, 1, 1);
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directionalLight(0.8, 0.8, 0.8, 0, 0, -1);
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float s = mouseX / float(width);
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specular(s, s, s);
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sphere(120);
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}
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/**
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* Spot.
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*
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* Move the mouse the change the position and concentation
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* of a blue spot light.
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*/
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int concentration = 600; // Try values 1 -> 10000
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void setup()
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{
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//size(200, 200, P3D);
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size(640, 360, P3D);
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noStroke();
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fill(204);
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sphereDetail(60);
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}
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void draw()
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{
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background(0);
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// Light the bottom of the sphere
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directionalLight(51, 102, 126, 0, -1, 0);
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// Orange light on the upper-right of the sphere
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spotLight(204, 153, 0, 360, 160, 600, 0, 0, -1, PI/2, 600);
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// Moving spotlight that follows the mouse
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spotLight(102, 153, 204, 360, mouseY, 600, 0, 0, -1, PI/2, 600);
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translate(width/2, height/2, 0);
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sphere(120);
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}
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@@ -1,43 +0,0 @@
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/**
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* Triangle Flower
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* by Ira Greenberg.
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*
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* Using rotate() and triangle() functions generate a pretty
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* flower. Uncomment the line "// rotate(rot+=radians(spin));"
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* in the triBlur() function for a nice variation.
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*/
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PVector[] p = new PVector[3];
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float shift = 0.2;
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float fade = 0;
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float fillCol = 0;
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float rot = 0;
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float spin = 0;
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void setup() {
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size(640, 360);
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background(0);
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smooth();
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fade = 255.0 / (width*0.5 / shift);
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spin = 360.0 / (width*0.5 / shift);
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p[0] = new PVector(-width/2, height/2);
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p[1] = new PVector(width/2, height/2);
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p[2] = new PVector(0, -height/2);
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noStroke();
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translate(width/2, height/2);
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triBlur();
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}
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void triBlur() {
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fill(fillCol);
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fillCol += fade;
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rotate(spin);
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triangle(p[0].x += shift, p[0].y -= shift/2,
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p[1].x -= shift, p[1].y -= shift/2,
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p[2].x, p[2].y += shift);
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if (p[0].x < 0) {
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// ecursive call
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triBlur();
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}
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}
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