[PD] GEM: GLSL effects

vade doktorp at mac.com
Sat Jul 14 04:46:32 CEST 2007


yup. that page is great. I updated some of his code to have origins  
for the polar objects and whatnot. Thats the page that really got me  
understanding some of the shader stuff.

On Jul 13, 2007, at 8:24 PM, Cypod wrote:

> I found a webpage that has published some code for creating effects
> with glsl, and I am trying to get them to work in pd
> http://dem.ocracy.org/libero/photobooth/
> There are some other cool effects, eventually it could be a cool  
> patch idea.
>    Do yo need a vert? I am trying to plug this into the
> deform_texture.pd patch. So far this is the frag that I have worked
> out so far:
>
>
> uniform sampler2D texture;
>
>
>
> void main(void)
> {
> 	vec2 texCoord = (gl_TexCoord[0].st); // [0.0 ,1.0] x [0.0, 1.0]
> 	vec2 normCoord = 2.0 * texCoord - 1.0; // [-1.0 ,1.0] x [-1.0, 1.0]
>
> 	normCoordNew = Effect(normCoord)
> 	rNew, phiNew = Effect(r, phi)
> 	float r = length(normCoord); // to polar coords
> 	float phi = atan(normCoord.y, normCoord.x); // to polar coords
>
>
> 	r = pow(r, 1.0/1.8) * 0.8
>
> 	normCoord.x = r * cos(phi);
> 	normCoord.y = r * sin(phi);
> 	texCoord = normCoord / 2.0 + 0.5; // [0.0 ,1.0] x [0.0, 1.0]
> 	color = texture2D(sampler, texCoord);
> 	gl_FragColor = color;
> }
>
>
> -- 
> B~
> www.cypod.co.nr
>
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v a d e //

www.vade.info
abstrakt.vade.info



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