I love making sketches that loop, and that's a reason why I also like other creative tools like canvas-sketch and fragment. They help you set a duration for the sketch and provide a playhead variable that goes from 0 to 1 in its time span, so then you can use that value and multiply it by TWO_PI to make a complete phase of sine and cosine.
Typically inside the shader I could make something like:
float duration = 10.0;
float wrappedTime = mod(u_time, duration);
float playhead = (wrappedTime / duration) * TWO_PI;
// and then use it, for instance
float pulse = cos(playhead) * 0.5 + 0.5;
Is there a way in glslViewer to create and export loops at a specific duration? I'm guessing that the defined duration should match with the command to export a sketch to mp4? I'll appreciate any insight 🙂
I love making sketches that loop, and that's a reason why I also like other creative tools like canvas-sketch and fragment. They help you set a
duration
for the sketch and provide aplayhead
variable that goes from 0 to 1 in its time span, so then you can use that value and multiply it byTWO_PI
to make a complete phase ofsine
andcosine
.Typically inside the shader I could make something like:
Is there a way in glslViewer to create and export loops at a specific duration? I'm guessing that the defined duration should match with the command to export a sketch to mp4? I'll appreciate any insight 🙂