[GEM-dev] glsl question

cyrille henry ch at chnry.net
Thu Apr 29 20:07:09 CEST 2010


can you try to add a pix_rgba after pix_image?
c


erich a écrit :
> hi jack,
> 
> sorry i should have been a bit more precise.
> 
> the shader works without errors and the patch u sent me is the same like
> mine.
> 
> my question refers to that it seems to me that the displacement is 
> not dependent on color but on brightness.
> 
> best
> 
> erich
> 
> On Thu, 2010-04-29 at 17:46 +0200, jack at rybn.org wrote:
>> Hello Erich,
>>
>> No problem here on MacOSX.5.8 with pd-ext 0.41.4 and GEM 0.91.3 'tigital'.
>> My graphic card here : ATI Radeon HD 2600 Pro
>> What is your graphic card ?
>> Do you have errors in Pd console ?
>>
>> [glsl_program]: uvar#0: "MyTex": [glsl_program]: unknown (0x8B5E)
>> [glsl_program]: uvar#1: "cr": [glsl_program]: GL_FLOAT
>> [glsl_program]: uvar#2: "cg": [glsl_program]: GL_FLOAT
>> [glsl_program]: uvar#3: "cb": [glsl_program]: GL_FLOAT
>> [glsl_program]: uvar#4: "gl_ModelViewProjectionMatrix": [glsl_program]:
>> GL_FLOAT_MAT4_ARB
>>
>> Here my patch where you need to change the messages cr, cg, cb.
>> I use your vertex shader and the fragment shader with 'gl_FragColor =  C;'
>> ++
>>
>> Jack
>>
>>
>>
>>> hello,
>>>
>>> i changed the fetching.vert shader so that i would be able to
>>> access rgb individually for shifting the vertices,
>>> but the result does not suggest that.
>>>
>>> is
>>>   vec4 color = texture2D(MyTex, gl_MultiTexCoord0.st)
>>> not a vector with RGBA of a single vertex ?
>>>
>>> best
>>>
>>> erich
>>>
>>>
>>> here the shader:
>>>
>>> uniform float cr, cg, cb;
>>> uniform sampler2D MyTex;
>>> varying vec4 C;
>>> void main()
>>> {
>>> 	vec4 v = vec4(gl_Vertex);
>>> 	vec4 color = texture2D(MyTex, gl_MultiTexCoord0.st);
>>> 	v.z = color.r*cr + color.g*cg +color.b*cb;
>>> //	v.x += (color.b-0.5)/2.;
>>> //	v.y += (color.g-0.5)/2.;
>>>
>>> 	C=color;
>>> 	gl_Position = gl_ModelViewProjectionMatrix * v;
>>>
>>> }
>>>
>>>
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>>>
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> 
> 
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