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src/main/kotlin/docs/04_Drawing/C210_Vectors.kt

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```
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To generate random distributions of vectors see
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[orx-noise](https://guide.openrndr.org/OPENRNDRExtras/noise.html).
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[orx-noise](https://guide.openrndr.org/ORX/noise.html).
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"""
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}

src/main/kotlin/docs/04_Drawing/C310_Filters_and_post_processing.kt

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A repository of ready-to-use filters for OPENRNDR can be found in
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the [ORX repository](https://github.com/openrndr/orx/tree/master/orx-fx),
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a partial index of the filters can be found in the
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[orx-fx chapter](https://guide.openrndr.org/OPENRNDRExtras/imageFilters.html)
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[orx-fx chapter](https://guide.openrndr.org/ORX/imageFilters.html)
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"""
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}

src/main/kotlin/docs/04_Drawing/C340_Shade_styles.kt

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geometry. A shade style can affect vertices, fragments or both.
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A selection of preset ready-to-use shade styles is provided by
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[`orx-shade-styles`](https://guide.openrndr.org/OPENRNDRExtras/shadeStylePresets.html)
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[`orx-shade-styles`](https://guide.openrndr.org/ORX/shadeStylePresets.html)
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For those interested in authoring shade styles it is helpful to have
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some basic understanding of shaders and GLSL.
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* [ShadeStyleGLSL.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-draw/src/jvmMain/kotlin/org/openrndr/draw/ShadeStyleGLSL.kt) (JVM)
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* [ShadeStyleGLSL.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-draw/src/jsMain/kotlin/org/openrndr/draw/ShadeStyleGLSL.kt) (webgl)
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* [ShaderGeneratorsGL3.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-jvm/openrndr-gl3/src/jvmMain/kotlin/org/openrndr/internal/gl3/ShaderGeneratorsGL3.kt) (JVM)
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* [ShaderGeneratorsWebGL.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-js/openrndr-webgl/src/jsMain/kotlin/org/openrndr/webgl/ShaderGeneratorsWebGL.kt) (webgl)
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* [ShaderGeneratorsGLCommon.kt](https://github.com/openrndr/openrndr/blob/master/openrndr-gl-common/src/commonMain/kotlin/ShaderGeneratorsGLCommon.kt)
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## Vertex and fragment preambles
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src/main/kotlin/docs/10_ORX/C130_Live_coding.kt

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environment. The `orx-olive` library
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simplifies the work to be done to set up a live coding environment. Code
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and additional documentation for the library can be found in the
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[Github repository](https://github.com/openrndr/orx/tree/master/orx-olive).
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[Github repository](https://github.com/openrndr/orx/tree/master/orx-jvm/orx-olive).
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## Prerequisites
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src/main/kotlin/docs/10_ORX/C160_Filters.kt

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The [orx-fx](https://github.com/openrndr/orx/tree/master/orx-fx) library
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contains many filters that can be readily used. See the chapter
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[Filters and post-processing](https://guide.openrndr.org/advancedDrawing/filtersAndPostProcessing.html)
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[Filters and post-processing](https://guide.openrndr.org/drawing/filtersAndPostProcessing.html)
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for instructions on using them.
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A (more-or-less) complete listing of the effects in orx-fx is maintained

src/main/kotlin/docs/10_ORX/C170_Compositor.kt

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Blending describes how the contents of two layers are combined in a composite.
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The blend functionality `orx-compositor` can be used with any
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[filter](https://guide.openrndr.org/advancedDrawing/filtersAndPostProcessing.html) that performs a blend
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[filter](https://guide.openrndr.org/drawing/filtersAndPostProcessing.html) that performs a blend
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operation. The `orx-fx` filter collection provides
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[a selection of ready-made blend filters](https://github.com/openrndr/orx/tree/master/orx-fx#blends).
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src/main/kotlin/docs/10_ORX/C180_Quick_UIs.kt

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`orx-fx` provides.
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The guide covers filters in the
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[Filter and Post-processing chapter](https://guide.openrndr.org/advancedDrawing/filtersAndPostProcessing.html)
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[Filter and Post-processing chapter](https://guide.openrndr.org/drawing/filtersAndPostProcessing.html)
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and an index of provided filters can be found in
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[`orx-filter` index](https://guide.openrndr.org/ORX/imageFilters.html)
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"""

src/main/kotlin/docs/10_ORX/C190_Shade_style_presets.kt

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# Shade style presets
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The `orx-shade-styles` library provides a number of preset
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[shade styles](https://guide.openrndr.org/advancedDrawing/shadeStyles.html)
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[shade styles](https://guide.openrndr.org/drawing/shadeStyles.html)
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## Prerequisites
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src/main/kotlin/docs/11_Advanced_Topics/C140_Headless_applications.kt

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Headless applications cannot draw on the backbuffer, because there
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is no backbuffer. In order to draw you need to create a
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[RenderTarget](https://guide.openrndr.org/advancedDrawing/renderTargets.html) and draw on it.
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[RenderTarget](https://guide.openrndr.org/drawing/renderTargets.html) and draw on it.
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Render target contents can easily be saved to file, or rendered to
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[video](https://guide.openrndr.org/videos/writingToVideoFiles.html).
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src/main/kotlin/docs/11_Advanced_Topics/C155_Integer_ColorBuffers.kt

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but color buffers have to be configured correctly for such a use.
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Note: this mechanism is used internally in
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[`orx-kinect`](https://guide.openrndr.org/OPENRNDRExtras/kinect.html)
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[`orx-kinect`](https://guide.openrndr.org/ORX/kinect.html)
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to process raw kinect data directly on GPU, as the depth readings are
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provided as integer numbers in the range
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of `0-2047` or `0-4096` depending on the kinect version.

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