1d simple perlin noise
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#version 410
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out vec4 FragColor;
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in vec4 color;
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in vec2 fragCoord;
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in vec2 texCoord;
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uniform sampler2D texture1;
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uniform float time;
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void main()
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{ // Pas fini c'est moche
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vec4 colorPoweredUp = abs(vec4(color.xyz * sin(fragCoord.y + time*20), 1.0));
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vec4 tex = texture(texture1, texCoord);
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if (tex.a == 0.0){
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FragColor = tex;
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} else{
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FragColor = mix(tex, colorPoweredUp, 0.5);
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}
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}
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31
shaders/StylishShaders/PerlinNoise.glsl
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31
shaders/StylishShaders/PerlinNoise.glsl
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#version 410
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// Source = https://www.shadertoy.com/view/MlsXDr
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out vec4 FragColor;
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in vec4 color;
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in vec2 fragCoord;
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in vec2 texCoord;
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uniform sampler2D texture1;
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uniform float time;
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void main()
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{ // Pas fini c'est moche
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vec4 perlinNoise;
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vec2 fragCoordTemp = fragCoord;
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fragCoordTemp = 8. * fragCoordTemp / fragCoordTemp.y-vec2(7,4);
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perlinNoise = sin(perlinNoise + time);
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perlinNoise = mix(perlinNoise,color,0.5f);
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vec4 tex = texture(texture1, texCoord);
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if (tex.a == 0.0){
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FragColor = tex;
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} else{
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FragColor = mix(tex, perlinNoise, 0.5);
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FragColor.a = 1.0f;
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}
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}
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@ -172,11 +172,11 @@ public class Engine {
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zangief.translate(new Vector3f(-5000.0f,500.0f,10.0f));
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zangief.translate(new Vector3f(-5000.0f,500.0f,10.0f));
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zangief.setColor(new Vector3f(0.0f, 0.0f, 1.0f));
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zangief.setColor(new Vector3f(0.0f, 0.0f, 1.0f));
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zangief.useTime = true;
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zangief.useTime = true;
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zangief.setShader("shaders/StylishShaders/BasicVert.glsl","shaders/StylishShaders/EnergyWave.glsl");
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zangief.setShader("shaders/StylishShaders/BasicVert.glsl","shaders/StylishShaders/PerlinNoise.glsl");
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// ObjectGl smiley2 = new ObjectGl(0.0f,500.0f,500.0f, 1f, path2, null);
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ObjectGl smiley2 = new ObjectGl(0.0f,500.0f,500.0f, 1f, path2, null);
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// engine.add_objectGl(smiley2);
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engine.add_objectGl(smiley2);
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// smiley2.translate(new Vector3f(0.0f,0.0f,5.0f));
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smiley2.translate(new Vector3f(0.0f,0.0f,5.0f));
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long timer = System.currentTimeMillis();
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long timer = System.currentTimeMillis();
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long lastFrame;
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long lastFrame;
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@ -191,7 +191,7 @@ public class Engine {
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gamepadInput(zangief, speed);
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gamepadInput(zangief, speed);
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}
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}
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input(zangief, speed);
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keyboardInput(zangief, speed);
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// input(smiley2, speed);
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// input(smiley2, speed);
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/*
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/*
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@ -278,7 +278,7 @@ public class Engine {
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}
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}
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public static void input(ObjectGl token, int speed) {
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public static void keyboardInput(ObjectGl token, int speed) {
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boolean keyPressed = false;
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boolean keyPressed = false;
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if (Input.isKeyDown(GLFW.GLFW_KEY_S)) {
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if (Input.isKeyDown(GLFW.GLFW_KEY_S)) {
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token.setTextureWrap(161,260,56,59, ObjectGl.STICK_BOTTOM);
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token.setTextureWrap(161,260,56,59, ObjectGl.STICK_BOTTOM);
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