mirror of
https://github.com/seigler/generative
synced 2025-07-26 06:46:10 +00:00
Add a blur shader, a bunch of other stuff. It looks like art!
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parent
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commit
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3 changed files with 218 additions and 36 deletions
18
app/assets/shaders/blur-two-pass/base.vert
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18
app/assets/shaders/blur-two-pass/base.vert
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// our vertex data
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attribute vec3 aPosition;
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attribute vec2 aTexCoord;
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// lets get texcoords just for fun!
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varying vec2 vTexCoord;
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void main() {
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// copy the texcoords
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vTexCoord = aTexCoord;
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// copy the position data into a vec4, using 1.0 as the w component
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vec4 positionVec4 = vec4(aPosition, 1.0);
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positionVec4.xy = positionVec4.xy * 2.0 - 1.0;
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// send the vertex information on to the fragment shader
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gl_Position = positionVec4;
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}
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80
app/assets/shaders/blur-two-pass/blur.frag
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app/assets/shaders/blur-two-pass/blur.frag
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precision mediump float;
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// texcoords from the vertex shader
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varying vec2 vTexCoord;
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// our texture coming from p5
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uniform sampler2D tex0;
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// the size of a texel or 1.0 / width , 1.0 / height
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uniform vec2 texelSize;
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// which way to blur, vec2(1.0, 0.0) is horizontal, vec2(0.0, 1.0) is vertical
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uniform vec2 direction;
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// gaussian blur filter modified from Filip S. at intel
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// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
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// this function takes three parameters, the texture we want to blur, the uvs, and the texelSize
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vec3 gaussianBlur( sampler2D t, vec2 texUV, vec2 stepSize ){
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// a variable for our output
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vec3 colOut = vec3( 0.0 );
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// stepCount is 9 because we have 9 items in our array , const means that 9 will never change and is required loops in glsl
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const int stepCount = 9;
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// these weights were pulled from the link above
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float gWeights[stepCount];
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gWeights[0] = 0.10855;
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gWeights[1] = 0.13135;
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gWeights[2] = 0.10406;
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gWeights[3] = 0.07216;
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gWeights[4] = 0.04380;
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gWeights[5] = 0.02328;
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gWeights[6] = 0.01083;
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gWeights[7] = 0.00441;
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gWeights[8] = 0.00157;
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// these offsets were also pulled from the link above
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float gOffsets[stepCount];
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gOffsets[0] = 0.66293;
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gOffsets[1] = 2.47904;
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gOffsets[2] = 4.46232;
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gOffsets[3] = 6.44568;
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gOffsets[4] = 8.42917;
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gOffsets[5] = 10.41281;
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gOffsets[6] = 12.39664;
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gOffsets[7] = 14.38070;
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gOffsets[8] = 16.36501;
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// lets loop nine times
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for( int i = 0; i < stepCount; i++ ){
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// multiply the texel size by the by the offset value
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vec2 texCoordOffset = gOffsets[i] * stepSize;
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// sample to the left and to the right of the texture and add them together
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vec3 col = texture2D( t, texUV + texCoordOffset ).xyz + texture2D( t, texUV - texCoordOffset ).xyz;
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// multiply col by the gaussian weight value from the array
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col *= gWeights[i];
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// add it all up
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colOut += col;
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}
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// our final value is returned as col out
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return colOut;
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}
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void main() {
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vec2 uv = vTexCoord;
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// the texture is loaded upside down and backwards by default so lets flip it
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uv = 1.0 - uv;
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// use our blur function
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vec3 blur = gaussianBlur(tex0, uv, texelSize * direction);
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gl_FragColor = vec4(blur, 1.0);
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}
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156
app/sketch.js
156
app/sketch.js
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new p5(sketch => {
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let width = document.documentElement.scrollWidth;
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let height = document.documentElement.scrollHeight;
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let maxD = Math.min(width, height) / 2;
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// reused dimensions and a seed
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let seed, width, height, maxD, goalInstances;
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let buffer = sketch.createGraphics(maxD, maxD);
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// offscreen layers
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let buffer, pass1, pass2;
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function generate() {
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sketch.blendMode(sketch.REPLACE);
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sketch.background('#000');
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sketch.blendMode(sketch.ADD);
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for (let i = 0; i < 60; i++) {
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buffer.background('#000');
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let d = maxD * sketch.random(0.2, 1);
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let c = sketch.color(sketch.random(100), 100, 100, 80)
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buffer.fill(c);
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buffer.circle(maxD / 2, maxD / 2, d);
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buffer.fill('#000');
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buffer.circle(sketch.random(maxD), sketch.random(maxD), sketch.random(0.2, 0.8) * d);
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while (sketch.random() > 0.1) {
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let a1 = sketch.random(2 * Math.PI);
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let a2 = sketch.random(2 * Math.PI);
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buffer.stroke(0);
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buffer.strokeWeight(sketch.random(1, maxD * 0.1));
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buffer.line(maxD * (Math.sin(a1) + 0.5), maxD * (Math.cos(a1) + 0.5),
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maxD * (Math.sin(a2) + 0.5), maxD * (Math.cos(a2) + 0.5));
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}
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let w = sketch.random(-d, width + d);
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let h = sketch.random(-d, height + d);
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sketch.image(buffer, w, h);
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}
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}
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// shaders
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let blurH, blurV;
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sketch.preload = () => {
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/* load images, music, etc */
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}
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sketch.keyPressed = () => {
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generate();
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// shaders, we will use the same vertex shader and frag shaders for both passes
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blurH = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
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blurV = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
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}
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sketch.setup = () => {
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sketch.createCanvas(width, height);
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goalInstances = 100;
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seed = window.location.hash.substr(1);
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sketch.noStroke();
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sketch.colorMode(sketch.HSB, 100);
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width = document.documentElement.scrollWidth;
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height = document.documentElement.scrollHeight;
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maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
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sketch.createCanvas(width, height);
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buffer = sketch.createGraphics(maxD, maxD);
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pass1 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
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pass2 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
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buffer.noStroke();
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buffer.blendMode(sketch.BLEND);
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pass1.noStroke();
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pass2.noStroke();
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generate();
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}
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sketch.draw = () => {
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}
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sketch.keyPressed = () => {
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if (sketch.key == ' ') {
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seed = null;
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generate();
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}
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}
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function generate() {
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if (seed) {
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sketch.randomSeed(seed);
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} else {
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let seed = Math.floor(sketch.random(1000000000000));
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window.location.hash = seed;
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sketch.randomSeed(seed);
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}
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sketch.noiseSeed(sketch.random());
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sketch.blendMode(sketch.BLEND);
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sketch.background('#000');
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sketch.blendMode(sketch.ADD);
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let resolution = 2;
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let sqpxEach = width * height / goalInstances; // square pixels per circle, helps with gridding
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let unit = Math.sqrt(sqpxEach);
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let rows = Math.max(1, Math.round(height / unit)) + 1;
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let cols = Math.max(1, Math.round(width / unit)) + 1;
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let noiseOffset = sketch.random(0, 1000);
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for (let i = 0; i < rows * cols; i++) {
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// calculate row and col from i
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let col = i % cols;
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let row = Math.floor(i / cols);
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buffer.noStroke();
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buffer.background('#000');
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// perlin noise "intensity"
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let intensity = sketch.noise(
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noiseOffset + row / rows * resolution,
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noiseOffset + col / cols * resolution
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);
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let d = maxD * intensity; // diameter
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let c = sketch.color(100 * sketch.random(), 100, intensity * 90 + 10, intensity * 70 + 10); // color
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buffer.fill(c);
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buffer.circle(maxD / 2, maxD / 2, d); // always at the center of the buffer
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// giant, lo-fi blur
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pass1.shader(blurH);
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blurH.setUniform('tex0', buffer);
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blurH.setUniform('texelSize', [8.0/maxD, 8.0/maxD]);
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blurH.setUniform('direction', [1.0, 0.0]);
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pass1.rect(0,0,maxD, maxD);
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pass2.shader(blurV);
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blurV.setUniform('tex0', pass1);
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blurV.setUniform('texelSize', [8.0/maxD, 8.0/maxD]);
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blurV.setUniform('direction', [0.0, 1.0]);
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pass2.rect(0,0,maxD, maxD);
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// regular blur to hide artifacts
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pass1.shader(blurH);
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blurH.setUniform('tex0', pass2);
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blurH.setUniform('texelSize', [1.0/maxD, 1.0/maxD]);
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blurH.setUniform('direction', [1.0, 0.0]);
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pass1.rect(0,0,maxD, maxD);
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pass2.shader(blurV);
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blurV.setUniform('tex0', pass1);
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blurV.setUniform('texelSize', [1.0/maxD, 1.0/maxD]);
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blurV.setUniform('direction', [0.0, 1.0]);
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pass2.rect(0,0,maxD, maxD);
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buffer.image(pass2, 0, 0, maxD, maxD);
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buffer.fill('#000');
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let cutoutAngle = sketch.random(2 * Math.PI);
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buffer.circle(d * Math.cos(cutoutAngle), d * Math.sin(cutoutAngle), sketch.random(0.3, 0.5) * d);
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do {
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let a1 = sketch.random(2 * Math.PI);
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let a2 = sketch.random(2 * Math.PI);
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buffer.stroke(0);
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buffer.strokeWeight(1 + d * Math.pow(sketch.random(0.7368), 3));// as much as 0.4*d
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buffer.line(
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maxD * (Math.sin(a1) + 0.5), maxD * (Math.cos(a1) + 0.5),
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maxD * (Math.sin(a2) + 0.5), maxD * (Math.cos(a2) + 0.5)
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);
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} while (sketch.random() < 0.5 + 0.45 * intensity);
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let displacementAngle = sketch.random(0, Math.PI * 2);
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let displacementAmount = sketch.random(unit);
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let w = width / (cols - 1) * col + displacementAmount * Math.cos(displacementAngle);
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let h = height / (rows - 1) * row + displacementAmount * Math.sin(displacementAngle);
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sketch.image(buffer, w - maxD / 2, h - maxD / 2);
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}
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}
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});
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