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Update Sparkle Motion to state at Burning Man 2022 #475
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Testing this here, will report back! |
src/commonMain/resources/shader-libraries/built-in/libraries/color_functions.glsl
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// Some commonly used color functions | ||
// Ben Bartlett | ||
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/* Convert HSV values ot RGB values |
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typos, ot
, betwee
src/commonMain/resources/shader-libraries/built-in/shaders/BAAAHS_ColorPulse.glsl
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@@ -0,0 +1,23 @@ | |||
// Some commonly used color functions |
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I've seen and used the rgb2
counterparts, should we add those here too?
// @param uvIn uv-coordinate | ||
vec4 main(vec2 uvIn) { | ||
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int panelID = getPanelID(fixtureInfo); |
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for my education only, how do uvIn
and fixtureInfo
interact?
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discussed on a call, its magic of sorts
@xian I ported over all of the additional changes I made on playa at Burning Man this year and added the new show template. I think this should be the most up-to-date version now |
Added a shader that assigns each panel an ID and cycles through 4 colors. The hue can evolve over time at a slidable speed. (Also some other bugfixes.)
More to come!
Demo: (pls excuse the slow refresh rate from the simulator; the colors will change on the beat)
panels_cycle_2.mov