├── ASCII ├── README.md └── numbers.tox ├── README.md ├── hyperCube └── hyperCube.tox ├── crossHatch ├── Map │ ├── hatch_0.jpg │ ├── hatch_1.jpg │ ├── hatch_2.jpg │ ├── hatch_3.jpg │ ├── hatch_4.jpg │ └── hatch_5.jpg ├── crossHatch.toe ├── crossHatch.1.toe └── README.md ├── gameOfLife └── gameOfLife.tox ├── smoothAcid ├── smoothAcid.jpg ├── smoothAcid.tox └── README.md ├── LEDCubeRender ├── LEDCubeRender.toe ├── LEDCubeFullFile.toe └── README.md ├── OPColorSetter ├── OPColorSetter.tox └── README.md ├── imgBBUploader └── imgBBUploader.tox ├── perInstanceDeform └── perInstanceDeform.tox ├── frequencyModulation └── frequencyModulation.tox ├── rotateToVectorInstancing └── rotateToVector.tox └── LICENSE /ASCII/README.md: -------------------------------------------------------------------------------- 1 | 2 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # collection 2 | collection of random files 3 | -------------------------------------------------------------------------------- /ASCII/numbers.tox: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wuestenarchitekten/collection/HEAD/ASCII/numbers.tox -------------------------------------------------------------------------------- /hyperCube/hyperCube.tox: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wuestenarchitekten/collection/HEAD/hyperCube/hyperCube.tox -------------------------------------------------------------------------------- /crossHatch/Map/hatch_0.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/wuestenarchitekten/collection/HEAD/crossHatch/Map/hatch_0.jpg -------------------------------------------------------------------------------- /crossHatch/Map/hatch_1.jpg: 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https://raw.githubusercontent.com/wuestenarchitekten/collection/HEAD/rotateToVectorInstancing/rotateToVector.tox -------------------------------------------------------------------------------- /crossHatch/README.md: -------------------------------------------------------------------------------- 1 | a shader based on https://www.clicktorelease.com/code/cross-hatching/ by Jaume Sanchez @thespite 2 | 3 | relavant paper: http://research.microsoft.com/en-us/um/people/hoppe/proj/hatching/ 4 | -------------------------------------------------------------------------------- /smoothAcid/README.md: -------------------------------------------------------------------------------- 1 | 2 | ## smoothAcid 3 | a little experiment on request for creating a smooth feedback effect preventing the stepping seen when using regular TOP based offsets. 4 | ![smoothAcid](https://github.com/wuestenarchitekten/collection/blob/master/smoothAcid/smoothAcid.jpg) 5 | -------------------------------------------------------------------------------- /OPColorSetter/README.md: -------------------------------------------------------------------------------- 1 | # OPColorSetter 2 | 3 | Drop this component into your file and change the operator colors for your project. 4 | 5 | This component needs to be present in your project if you want the colors to stick when restarting as colors changed with the tscript uicolors command are not persistant. 6 | 7 | A good use for this Component would be to set the colors you like, drop the component into the palette and now have access to your personalized colors in all files. 8 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /LEDCubeRender/README.md: -------------------------------------------------------------------------------- 1 | # LED Cube Render 2 | The basic Idea is to render each slice of the cube from 3 directions. 3 | In the given example with a pixel resolution of 10x10x10 you end up with 30 renders. 4 | Each render uses a seperate camera that is individually positioned and comes with a very small Near and Far plane. 5 | 6 | All the renders from one axis are fed into a GLSL TOP with some simple code: 7 | 8 | ``` 9 | // Example Pixel Shader 10 | 11 | // uniform float exampleUniform; 12 | 13 | vec2 map(vec2 value, vec2 inMin, vec2 inMax, vec2 outMin, vec2 outMax) 14 | { 15 | return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin); 16 | } 17 | 18 | out vec4 fragColor; 19 | void main() 20 | { 21 | vec4 pos = texture(sTD2DInputs[0], vUV.st); 22 | 23 | vec2 pixelSize = uTD2DInfos[1].res.xy; 24 | pos.zy = map(pos.zy, vec2(0.0),vec2(1.0),vec2(0.0),vec2(1.0)-pixelSize)+pixelSize/2.0; 25 | 26 | vec4 color = texture(sTD2DInputs[int(pos.x)+1],pos.zy); 27 | 28 | float value = dot(color.rgb,vec3(1.0)); 29 | color.a = min(ceil(value),1.0); 30 | 31 | fragColor = TDOutputSwizzle(color); 32 | } 33 | 34 | ``` 35 | The code shown here is the lookup into the x-Axis renderers. 36 | The first input to the GLSL TOP is all the LED positions as rgb color values. 37 | So the red value of any given pixel describes the x position of the LED and analogous the green and blue values describe the z and y position of the LED light. 38 | Since I'm rendering in this example down the x-Axis, each of the 10 renders is one slice and for each LED described in the first input, the red value will be an index to which slice to sample from while the green and blue values are the uv coordinates in that slice. 39 | 40 | Doing this for all 3 Axis and adding up the outputs should give a good approximation of which LEDs need to be turned on. 41 | --------------------------------------------------------------------------------