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Merge remote-tracking branch 'upstream/dev-2.0' into bench
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,14 +1,55 @@ | ||
console.log(p5); | ||
const vertSrc = `#version 300 es | ||
precision mediump float; | ||
uniform mat4 uModelViewMatrix; | ||
uniform mat4 uProjectionMatrix; | ||
in vec3 aPosition; | ||
in vec2 aOffset; | ||
void main(){ | ||
vec4 positionVec4 = vec4(aPosition.xyz, 1.0); | ||
positionVec4.xy += aOffset; | ||
gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4; | ||
} | ||
`; | ||
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const fragSrc = `#version 300 es | ||
precision mediump float; | ||
out vec4 outColor; | ||
void main(){ | ||
outColor = vec4(0.0, 1.0, 1.0, 1.0); | ||
} | ||
`; | ||
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let myShader; | ||
function setup(){ | ||
createCanvas(200, 200); | ||
createCanvas(100, 100, WEBGL); | ||
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// Create and use the custom shader. | ||
myShader = createShader(vertSrc, fragSrc); | ||
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describe('A wobbly, cyan circle on a gray background.'); | ||
} | ||
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async function draw(){ | ||
background(0, 50, 50); | ||
circle(100, 100, 50); | ||
function draw(){ | ||
// Set the styles | ||
background(125); | ||
noStroke(); | ||
shader(myShader); | ||
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// Draw the circle. | ||
beginShape(); | ||
for (let i = 0; i < 30; i++){ | ||
const x = 40 * cos(i/30 * TWO_PI); | ||
const y = 40 * sin(i/30 * TWO_PI); | ||
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// Apply some noise to the coordinates. | ||
const xOff = 10 * noise(x + millis()/1000) - 5; | ||
const yOff = 10 * noise(y + millis()/1000) - 5; | ||
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fill('white'); | ||
textSize(30); | ||
text('hello', 10, 30); | ||
// Apply these noise values to the following vertex. | ||
vertexProperty('aOffset', [xOff, yOff]); | ||
vertex(x, y); | ||
} | ||
endShape(CLOSE); | ||
} |
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