[PD] GEM: GLSL effects
Kyle Klipowicz
kyleklip at gmail.com
Sun Jul 15 02:17:02 CEST 2007
Wow, this is a great resource! I'm still really enjoying all of the
discussion of GLSL!
~Kyle
On 7/14/07, cyrille henry <cyrille.henry at la-kitchen.fr> wrote:
>
>
> Cypod a écrit :
> > 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?
> no, we don't 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:
> >
>
> ok, here is a corrected version of this patch.
>
> cyrille
>
>
> >
> > 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;
> > }
> >
> >
>
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