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fixed the whole formatting
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src/content/tutorials/en/intro-to-p5-strands.mdx

Lines changed: 34 additions & 34 deletions
Original file line numberDiff line numberDiff line change
@@ -103,23 +103,23 @@ let firstShader;
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// which determines how to modify the baseColorShader()
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function firstShaderCallback() {
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getFinalColor((color) => {
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color = [1, 1, 0, 1]; // Yellow in RGBA (0-1 scale)
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return color;
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});
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getFinalColor((color) => {
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color = [1, 1, 0, 1]; // Yellow in RGBA (0-1 scale)
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return color;
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});
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}
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async function setup() {
113-
createCanvas(200, 200, WEBGL);
113+
createCanvas(200, 200, WEBGL);
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pixelDensity(1);
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// p5.strands are made using the modify function on a shader
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firstShader = baseColorShader().modify(firstShaderCallback);
115+
// p5.strands are made using the modify function on a shader
116+
firstShader = baseColorShader().modify(firstShaderCallback);
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}
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function draw() {
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background(0);
121-
shader(firstShader);
122-
sphere(80);
121+
shader(firstShader);
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sphere(80);
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}
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`}/>
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@@ -164,29 +164,29 @@ let instancingStrokeShader;
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let particleModel;
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function instancingCallback() {
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getWorldInputs((inputs) => {
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// Offset each instance by its ID
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inputs.position.x += instanceID() * 20;
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// Move the particles left on the screen
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inputs.position.x -= 150;
172-
return inputs;
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});
167+
getWorldInputs((inputs) => {
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// Offset each instance by its ID
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inputs.position.x += instanceID() * 20;
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// Move the particles left on the screen
171+
inputs.position.x -= 150;
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return inputs;
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});
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}
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async function setup() {
177-
createCanvas(300, 300, WEBGL);
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pixelDensity(1);
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particleModel = buildGeometry(() => sphere(10, 10, 2));
180-
instancingShader = baseColorShader().modify(instancingCallback);
181-
instancingStrokeShader = baseStrokeShader().modify(instancingCallback);
177+
createCanvas(300, 300, WEBGL);
178+
pixelDensity(1);
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particleModel = buildGeometry(() => sphere(10, 10, 2));
180+
instancingShader = baseColorShader().modify(instancingCallback);
181+
instancingStrokeShader = baseStrokeShader().modify(instancingCallback);
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}
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function draw() {
185-
background(0);
186-
orbitControl();
187-
shader(instancingShader)
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strokeShader(instancingStrokeShader)
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model(particleModel, 16);
185+
background(0);
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orbitControl();
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shader(instancingShader)
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strokeShader(instancingStrokeShader)
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model(particleModel, 16);
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}
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`} />
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@@ -343,14 +343,14 @@ This perspective makes it easier to determine how surfaces appear to the viewer:
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```js
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function fresnelCallback() {
346-
getCameraInputs((inputs) => {
347-
// The normal vector on the sphere's surface
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let normalVector = normalize(inputs.normal);
349-
// This creates a vector pointing from the surface to the camera
350-
let viewVector = normalize(-inputs.position);
351-
// ...
352-
return inputs;
353-
})
346+
getCameraInputs((inputs) => {
347+
// The normal vector on the sphere's surface
348+
let normalVector = normalize(inputs.normal);
349+
// This creates a vector pointing from the surface to the camera
350+
let viewVector = normalize(-inputs.position);
351+
// ...
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return inputs;
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})
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}
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```
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