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https://github.com/seigler/generative
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Add sketch 5, "glow lines"
Fix an issue with the displacement fragment shader
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8 changed files with 313 additions and 32 deletions
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app/assets/5/example.jpg
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app/assets/5/example.jpg
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@ -1,30 +0,0 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Generative Art - seigler.github.io</title>
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<link rel="stylesheet" href="DIGEST(app.css)">
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</head>
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<body>
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<main>
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<h1>P5.js generative art</h1>
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<figure>
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<a class="sketch" href="4/"><img src="4/example.jpg" alt="colored pinstripes distorted by a field of smoothed lenses of varying strength"></a>
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<figcaption>2019-11-10 - lenses</figcaption>
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</figure>
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<figure>
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<a class="sketch" href="3/"><img src="3/example.jpg" alt="purple jelly stripes covered with swirling swarms of peanut butter colored lines"></a>
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<figcaption>2019-11-09 - peanut butter and jelly</figcaption>
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</figure>
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<figure>
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<a class="sketch" href="2/"><img src="2/example.jpg" alt="multicolored gradients revealing and concealing jungle leaves"></a>
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<figcaption>2019-11-07 - gradient jungle</figcaption>
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</figure>
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<figure>
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<a class="sketch" href="1/"><img src="1/example.jpg" alt="multicolored gradients revealing and concealing bars and circles"></a>
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<figcaption>2019-11-05 - gradient burst</figcaption>
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</figure>
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</main>
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</body>
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</html>
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@ -13,12 +13,14 @@ uniform float u_intensity;
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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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// get the displacement map as a vec4 using texture2D
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vec4 mapTex = texture2D(u_map, uv);
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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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uv[1] = 1.0 - uv[1];
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// lets get the average color of the rgb values
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float avg = dot(mapTex.rgb, vec3(0.33333));
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