13 auto *e = ctx.mEngine.get();
16 e->timings.master_speed = 0.03;
17 e->timings.ratio[0] = 0.0025;
18 e->timings.ratio[1] = 0.0027;
19 e->timings.ratio[2] = 0.029;
20 e->timings.ratio[3] = 0.033;
22 e->calculate_oscillators(e->timings);
24 for (
int x = 0;
x < e->num_x;
x++) {
25 for (
int y = 0;
y < e->num_y;
y++) {
27 e->animation.dist = e->distance[
x][
y] + 20 * e->move.directional[0];
28 e->animation.angle = e->move.noise_angle[0] + e->move.noise_angle[1] +
31 e->animation.scale_x = 0.1;
32 e->animation.scale_y = 0.1;
33 e->animation.offset_z = -10;
34 e->animation.offset_y = 20 * e->move.linear[2];
35 e->animation.offset_x = 10;
36 e->animation.low_limit = 0;
37 e->show1 = e->render_value(e->animation);
41 e->pixel.blue = e->show1;
43 e->pixel = e->rgb_sanity_check(e->pixel);
45 e->setPixelColorInternal(
x,
y, e->pixel);
56 auto *e = ctx.mEngine.get();
60 const fl::u8 *perm = PERLIN_NOISE;
62 e->timings.master_speed = 0.03;
63 e->timings.ratio[0] = 0.0025;
64 e->timings.ratio[1] = 0.0027;
65 e->timings.ratio[2] = 0.029;
66 e->timings.ratio[3] = 0.033;
68 e->calculate_oscillators(e->timings);
70 for (
int x = 0;
x < e->num_x;
x++) {
71 for (
int y = 0;
y < e->num_y;
y++) {
73 e->animation.dist = e->distance[
x][
y] + 20 * e->move.directional[0];
74 e->animation.angle = e->move.noise_angle[0] + e->move.noise_angle[1] +
77 e->animation.scale_x = 0.1;
78 e->animation.scale_y = 0.1;
79 e->animation.offset_z = -10;
80 e->animation.offset_y = 20 * e->move.linear[2];
81 e->animation.offset_x = 10;
82 e->animation.low_limit = 0;
87 e->pixel.blue = e->show1;
89 e->pixel = e->rgb_sanity_check(e->pixel);
91 e->setPixelColorInternal(
x,
y, e->pixel);