Remove trailing whitespace.
This commit is contained in:
parent
91033a09fe
commit
9df1547fa8
|
|
@ -228,6 +228,6 @@ The trick will use the number of edges of a polygon to construct the distance fi
|
|||
|
||||
Congratulations! You have made it through the rough part! Take a break and let these concepts settle - drawing simple shapes in Processing is easy but not here. In shader-land drawing shapes is twisted, and it can be exhausting to adapt to this new paradigm of coding.
|
||||
|
||||
Down at the end of this chapter you will find a link to [PixelSpirit Deck](https://patriciogonzalezvivo.github.io/PixelSpiritDeck/) this deck of cards will help you learn new SDF functions, compose them into your designs and use on your shaders. The deck has a progressive learning curve, so taking one card a day and working on it will push and challenge your skills for months.
|
||||
Down at the end of this chapter you will find a link to [PixelSpirit Deck](https://patriciogonzalezvivo.github.io/PixelSpiritDeck/) this deck of cards will help you learn new SDF functions, compose them into your designs and use on your shaders. The deck has a progressive learning curve, so taking one card a day and working on it will push and challenge your skills for months.
|
||||
|
||||
Now that you know how to draw shapes I'm sure new ideas will pop into your mind. In the following chapter you will learn how to move, rotate and scale shapes. This will allow you to make compositions!
|
||||
|
|
|
|||
20
14/README.md
20
14/README.md
|
|
@ -4,13 +4,13 @@ Coming soon ...
|
|||
|
||||
In the meantime, you can check out some examples with fractals on the [shadertoy.com](https://www.shadertoy.com/results?query=fractals) platform:
|
||||
|
||||
[Basic Fractal](https://www.shadertoy.com/view/Mss3Wf)
|
||||
[Mandelbrot - distance](https://www.shadertoy.com/view/lsX3W4)
|
||||
[Mandelbrot - smooth](https://www.shadertoy.com/view/4df3Rn)
|
||||
[Mandelbrot: Power Transitioning](https://www.shadertoy.com/view/lls3D7)
|
||||
[IFS - brute force](https://www.shadertoy.com/view/lss3zs)
|
||||
[Julia - Distance 1](https://www.shadertoy.com/view/Mss3R8)
|
||||
[Julia - Distance 3](https://www.shadertoy.com/view/4dXGDX)
|
||||
[Julia - Traps 2](https://www.shadertoy.com/view/4dfGRn)
|
||||
[Fractal Wheel 2.0](https://www.shadertoy.com/view/llfGD2)
|
||||
[Koch Snowflake again](https://www.shadertoy.com/view/Mlf3RX)
|
||||
[Basic Fractal](https://www.shadertoy.com/view/Mss3Wf)
|
||||
[Mandelbrot - distance](https://www.shadertoy.com/view/lsX3W4)
|
||||
[Mandelbrot - smooth](https://www.shadertoy.com/view/4df3Rn)
|
||||
[Mandelbrot: Power Transitioning](https://www.shadertoy.com/view/lls3D7)
|
||||
[IFS - brute force](https://www.shadertoy.com/view/lss3zs)
|
||||
[Julia - Distance 1](https://www.shadertoy.com/view/Mss3R8)
|
||||
[Julia - Distance 3](https://www.shadertoy.com/view/4dXGDX)
|
||||
[Julia - Traps 2](https://www.shadertoy.com/view/4dfGRn)
|
||||
[Fractal Wheel 2.0](https://www.shadertoy.com/view/llfGD2)
|
||||
[Koch Snowflake again](https://www.shadertoy.com/view/Mlf3RX)
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ In order to use this feature we first need to *upload* the image from the CPU to
|
|||
Once the texture is loaded and linked to a valid ```uniform sampler2D``` you can ask for specific color value at specific coordinates (formatted on a [```vec2```](index.html#vec2.md) variable) using the [```texture2D()```](index.html#texture2D.md) function which will return a color formatted on a [```vec4```](index.html#vec4.md) variable.
|
||||
|
||||
```glsl
|
||||
vec4 texture2D(sampler2D texture, vec2 coordinates)
|
||||
vec4 texture2D(sampler2D texture, vec2 coordinates)
|
||||
```
|
||||
|
||||
Check the following code where we load Hokusai's Wave (1830) as ```uniform sampler2D u_tex0``` and we call every pixel of it inside the billboard:
|
||||
|
|
|
|||
Loading…
Reference in New Issue