14 e->run_default_oscillators(0.001);
16 for (
int x = 0;
x < e->num_x;
x++) {
17 for (
int y = 0;
y < e->num_y;
y++) {
18 e->animation.dist = e->distance[
x][
y];
19 e->animation.angle = e->polar_theta[
x][
y];
21 e->animation.scale_x = 0.07 + e->move.directional[0] * 0.002;
22 e->animation.scale_y = 0.07;
24 e->animation.offset_y = -e->move.linear[0];
25 e->animation.offset_x = 0;
26 e->animation.offset_z = 0;
29 e->animation.low_limit = -1;
30 float show1 = e->render_value(e->animation);
32 e->animation.offset_y = -e->move.linear[1];
33 float show3 = e->render_value(e->animation);
35 e->animation.offset_x = show3 / 20;
36 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
37 e->animation.low_limit = 0;
38 float show2 = e->render_value(e->animation);
40 e->animation.offset_x = show3 / 20;
41 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
43 float show4 = e->render_value(e->animation);
45 float radius = e->radial_filter_radius;
46 float radial = (radius - e->animation.dist) / e->animation.dist;
48 float linear = (
y + 1) / (e->num_y - 1.f);
50 e->pixel.red = radial * show2;
51 e->pixel.green = linear * radial * 0.3 * (show2 - show4);
54 e->pixel = e->rgb_sanity_check(e->pixel);
55 e->setPixelColorInternal(
x,
y, e->pixel);
70 const fl::u8 *perm = PERLIN_NOISE;
71 e->run_default_oscillators(0.001);
73 for (
int x = 0;
x < e->num_x;
x++) {
74 for (
int y = 0;
y < e->num_y;
y++) {
75 e->animation.dist = e->distance[
x][
y];
76 e->animation.angle = e->polar_theta[
x][
y];
78 e->animation.scale_x = 0.07 + e->move.directional[0] * 0.002;
79 e->animation.scale_y = 0.07;
81 e->animation.offset_y = -e->move.linear[0];
82 e->animation.offset_x = 0;
83 e->animation.offset_z = 0;
86 e->animation.low_limit = -1;
89 e->animation.offset_y = -e->move.linear[1];
92 e->animation.offset_x = show3 / 20;
93 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
94 e->animation.low_limit = 0;
97 e->animation.offset_x = show3 / 20;
98 e->animation.offset_y = -e->move.linear[0] / 2 + show1 / 70;
102 float radius = e->radial_filter_radius;
103 float radial = (radius - e->animation.dist) / e->animation.dist;
105 float linear = (
y + 1) / (e->num_y - 1.f);
107 e->pixel.red = radial * show2;
108 e->pixel.green = linear * radial * 0.3 * (show2 - show4);
111 e->pixel = e->rgb_sanity_check(e->pixel);
112 e->setPixelColorInternal(
x,
y, e->pixel);
fl::unique_ptr< Engine > mEngine