[PD] porting vade shaders collection to Pd

Marco Donnarumma devel at thesaddj.com
Fri Dec 30 12:59:47 CET 2011


ok,
what's the correct way to update the help-files?

Just edit them and submit somewhere?

cheers,
M


On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry <ch at chnry.net> wrote:

>
>
> Le 27/12/2011 14:44, Marco Donnarumma a écrit :
>
>  Hi Guido, Cyrille,
>>
>> thanks for bringing the discussion further.
>> Actually Guido, I think I read you on the Pd forum few days ago and
>> checked your patches too, nice work.
>>
>> As for the documentation.
>> Personally, a great part of my first attempts at working with glsl in Pd
>> were completely mined by the absence of a wrapper object for the glsl
>> compilation; the lack of a [pix_shader] or [a_shad] for instance. It would
>> be useful to have [pix_shader] included in GEM.
>> It might sound silly, but as Guido mentioned, getting a shader to work
>> it's a much of a trial-and-error exercise.
>> Thus, in my experience, it took a lot of time to figure out where to look
>> for bugs or problems.
>>
>> I needed to study glsl (obviously) to start understanding; but I believe
>> that users would benefit from the inclusion of some initial, basic
>> information within the glsl help patches. For example, shader with
>> rectangular textures won't work if you don't switch the [pix_texture] mode
>> adequately.
>> This is not explained anywhere in Pd, and, yes, of course you can getting
>> to it by learning with on-line resources, but it would be far easier to
>> place a [comment] somewhere in the Pd patch. (I don't think it's there
>> already, but please tell me if so.).
>>
> this is what the 1st example do explain.
> at least, i thought it does. maybe it should be a bit more verbose.
>
>
>
>
>> Shortly, imho the present glsl help are very complex for a noob because:
>> _there isn't an "official" wrapper, so the loading/compilation process is
>> visible and appears quite confusing.
>>
> wow. this is strange for me. I always do a copy/paste.
> anyway, there is now a _glsl abstraction since i use it for the 14th
> example.
> other examples can be update to use it.
>
>
>
>  _uniforms and how to control them from a Pd patch are not explained
>> anywhere (within Pd)
>>
> this is used (but not explain) in most example.
> i believed an example is better than text, but it look like i'm wrong.
>
>
>
>
>  _basic and clear info about getting a new shader to work in Pd are missing
>>
> you just have to imitate the "basic example"...
>
>
>
>> of course, the whole glsl thing is complex and need further study anyway,
>> but it would be awesome to inform the glsl in GEM with the stuff above.
>>
> feel free to update help and examples.
> i thought it was clear. examples provide the information i wish i had
> before creating them...
>
> cheers
> Cyrille
>
>
>
>> M
>>
>>
>>
>>
>> On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch at chnry.net <mailto:
>> ch at chnry.net>> wrote:
>>
>>
>>
>>    Le 27/12/2011 13:02, Guido Tamino a écrit :
>>
>>        Hello,
>>
>>        actually the [pix_shader] abstraction comes from a depth of field
>> simulation I made with glsl/gem a while ago. Download link, documentation
>> and demo video are available at the link below. If anyone wants to try it
>> out, the depth of field patch is pretty self-explainatory and should work
>> just out of the box.
>>        http://vimeo.com/30188933
>>
>>        Before being swamped with work I was interested in porting Vade
>> shaders and other glsl stuff to PD. I implemented his blur shaders (motion
>> blur, zoom blur and fast blur) and they all seems to work fine but a lot of
>> work has to be done before using them as solid generic effects.
>>        http://guidotamino.it/__**download/glslBlur.zip<http://guidotamino.it/__download/glslBlur.zip><
>> http://guidotamino.it/**download/glslBlur.zip<http://guidotamino.it/download/glslBlur.zip>
>> >
>>
>>
>>        A couple months ago I opened a discussion with Cyrille on the
>> theme but we were both too busy with work to fully dive into the subject.
>>
>>    since then, i made a "good" triangle blur shader to work with a
>> modified version of guildo patch.
>>    i commit everything as a gem example yesterday.
>>
>>
>>        In the meanwhile I played around with the optical flow experiments
>> by the jitter community with nice results, a demo could be seen here:
>>        http://vimeo.com/30517302
>>
>>    nice.
>>
>>
>>
>>        I'm definetely interested in developing a set of glsl wrappers to
>> make the whole thing easier for a beginner. I am a beginner myself and I
>> had some tough times trying to figure out things like how to multipass glsl
>> effects or how to feed multiple textures to a shader. This kind of stuff is
>> almost undocumented and needs a lot of trial and error in order to be
>> understood.
>>
>>    there are few multipass example in gem.
>>    I try to make 1 example for each technical possibility.
>>    nothing is fully documented, but i think everything is documented.
>>    at least, everything that i'm aware of. (i was also a glsl noob before
>> making gem examples...)
>>
>>    do you think that more multipass example are needed?
>>    or is it just that since it's complex, it need time to be fully
>> understood?
>>
>>    cheer
>>    Cyrille
>>
>>        Best,
>>        Guido
>>
>>        Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha
>> scritto:
>>
>>            Hello
>>
>>            We have worked in codelab french forum about that since one
>> month :
>>            I give you the first test-lib that I have created :
>>            <a_shader-tr.zip>
>>            [a_cons] is a usefull abstract to create box of variables.
>>
>>            2 exemples with multipass of texture
>>            http://t-pas-net.com/videos/__**test_multi_shad.mov<http://t-pas-net.com/videos/__test_multi_shad.mov><
>> http://t-pas-net.com/videos/**test_multi_shad.mov<http://t-pas-net.com/videos/test_multi_shad.mov>
>> >
>>
>>            http://vimeo.com/33974266
>>
>>            Yet, I adapt GLSL. system of particules with pmpd.
>>            http://t-pas-net.com/videos/__**fragGLSLtest5.mov<http://t-pas-net.com/videos/__fragGLSLtest5.mov><
>> http://t-pas-net.com/videos/**fragGLSLtest5.mov<http://t-pas-net.com/videos/fragGLSLtest5.mov>
>> >
>>            http://t-pas-net.com/videos/__**testGLSL_pmpd.flv<http://t-pas-net.com/videos/__testGLSL_pmpd.flv><
>> http://t-pas-net.com/videos/**testGLSL_pmpd.flv<http://t-pas-net.com/videos/testGLSL_pmpd.flv>
>> >
>>
>>
>>            :-)
>>
>>            p
>>
>>            Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :
>>
>>                Hi all,
>>
>>                while studying glsl (after attending Cyrille's workshop at
>> the PdCon), I'm porting Vade's collection of shaders [1] to Pd,
>>                and I only need to know I'm not reinventing the wheel.
>>
>>                I'm creating a glsl-help-files lib, based on the
>> [pix_shader] wrap by Cyrille; adding ready made patches for diverse shaders
>> and briefly explaining while some work out of the box and some others not.
>>                It could be useful to have such documentation in Pd, as
>> the glsl topic is not covered in depth, or at least not enough for a noob
>> in this field as myself.
>>
>>                I recall Marius was doing something similar, but I'm not
>> sure how the project ended up.
>>
>>                [1] http://001.vade.info/?page_id=**__20<http://001.vade.info/?page_id=__20><
>> http://001.vade.info/?page_**id=20 <http://001.vade.info/?page_id=20>>
>>
>>
>>
>>                --
>>                Marco Donnarumma
>>                Independent New Media and Sonic Arts Practitioner,
>> Performer, Teacher
>>                ACE, Sound Design MSc by Research (ongoing)
>>                The University of Edinburgh, UK
>>                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>>                Portfolio: http://marcodonnarumma.com <
>> http://marcodonnarumma.com/>
>>                Research: http://res.marcodonnarumma.com <
>> http://res.marcodonnarumma.__**com/ <http://res.marcodonnarumma.**com/<http://res.marcodonnarumma.com/>>>
>> | http://www.thesaddj.com <http://www.thesaddj.com/> |
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>> --
>> Marco Donnarumma
>> Independent New Media and Sonic Arts Practitioner, Performer, Teacher
>> ACE, Sound Design MSc by Research (ongoing)
>> The University of Edinburgh, UK
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/>
>> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.**
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>


-- 
Marco Donnarumma
Independent New Media and Sonic Arts Practitioner, Performer, Teacher
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com | http://www.thesaddj.com |
http://www.flxer.net
Director: http://www.liveperformersmeeting.net
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