updated readme.
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README.md
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README.md
@ -6,7 +6,7 @@ these functions are dependent by [glslify](https://github.com/glslify/glslify).
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## install
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## install
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```
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```
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npm i git://github.com/ykob/glsl-util.git
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yarn add @ykob/glsl-util
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```
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```
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## usage
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## usage
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@ -17,7 +17,7 @@ convert HSV to RGB.
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http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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```
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```
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#pragma glslify: convertHsvToRgb = require(glsl-util/convertHsvToRgb);
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#pragma glslify: convertHsvToRgb = require(glsl-util/src/convertHsvToRgb);
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```
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```
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### `convertRgbToHsv(vec3 rgb)`
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### `convertRgbToHsv(vec3 rgb)`
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@ -26,7 +26,7 @@ convert RGB to HSV.
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http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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```
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```
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#pragma glslify: convertRgbToHsv = require(glsl-util/convertRgbToHsv);
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#pragma glslify: convertRgbToHsv = require(glsl-util/src/convertRgbToHsv);
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```
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```
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### `random(vec2 p)`
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### `random(vec2 p)`
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@ -34,7 +34,7 @@ http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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calculate white noise.
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calculate white noise.
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```
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```
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#pragma glslify: random = require(glsl-util/random);
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#pragma glslify: random = require(glsl-util/src/random);
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```
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```
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### `polar(float radian1, float radian2, float radius)`
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### `polar(float radian1, float radian2, float radius)`
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@ -42,7 +42,7 @@ calculate white noise.
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calculate polar coordinates.
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calculate polar coordinates.
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```
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```
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#pragma glslify: polar = require(glsl-util/polar);
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#pragma glslify: polar = require(glsl-util/src/polar);
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```
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```
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### `gaussianBlur(sampler2D texture, vec2 uv, float radius, vec2 resolution, vec2 direction)`
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### `gaussianBlur(sampler2D texture, vec2 uv, float radius, vec2 resolution, vec2 direction)`
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@ -50,7 +50,7 @@ calculate polar coordinates.
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calculate the Gaussian blur.
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calculate the Gaussian blur.
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```
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```
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#pragma glslify: gaussianBlur = require(glsl-util/gaussianBlur);
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#pragma glslify: gaussianBlur = require(glsl-util/src/gaussianBlur);
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```
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```
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### `lookAt(vec3 base, vec3 p1, vec3 p2, vec3 up)`
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### `lookAt(vec3 base, vec3 p1, vec3 p2, vec3 up)`
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@ -58,7 +58,7 @@ calculate the Gaussian blur.
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rotate a vector in any direction.
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rotate a vector in any direction.
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```
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```
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#pragma glslify: lookAt = require(glsl-util/lookAt);
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#pragma glslify: lookAt = require(glsl-util/src/lookAt);
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```
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```
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### `rotateAxisAngle(vec3 p, vec3 axis, float angle)`
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### `rotateAxisAngle(vec3 p, vec3 axis, float angle)`
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@ -66,5 +66,5 @@ rotate a vector in any direction.
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rotate a vector by any axis and angle.
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rotate a vector by any axis and angle.
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```
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```
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#pragma glslify: rotateAxisAngle = require(glsl-util/rotateAxisAngle);
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#pragma glslify: rotateAxisAngle = require(glsl-util/src/rotateAxisAngle);
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```
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```
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