[PD] RE : Re: need help with gem and glsl feedback

Jack jack at rybn.org
Sun Oct 6 16:56:02 CEST 2013


Le 06/10/2013 14:41, Jack a écrit :
> Hello,
>
> Le 05/10/2013 22:51, Py Fave a écrit :
>> in fact my problem is not solved .
>> it seems like the feedback effect  happens everywhere but on the
>> surface drawn by the shader .
> According to the patch, the feedback is applied on a [square 4] (where
> there is also the [torus 2]).
> Then, [gemframebuffer] 'snap' the whole 'inside' [square 4]. And your
> torus is inside this snapshot (as texels and not vertices).
>> i use a torus , in perspective wich has a shader applied .
>>
>> i tried the following workaround(archive is joined ) , but still no luck .
>> the file to open has a OPEN in name .
> It seems there is no circle4.geom, [receive13] and [nshader0]
> objects/abstractions in your .zip.
>> i would like the dots to have the feedback ,
>> or dots + geometry alltogether.
> I can't see dot in your patch (or gem window), maybe they come from
> geometry shader (which is missing) ?
>> i tried pix_snap2tex ( using gems.feedback from pdmtl abstractions) too
>> but no luck because we can't choose the mixing function .
>> and i would like only white to make trails .
>> and i don't know how to keep the supporting geometry from appearing .
>> the torus should be full black with a white trail only .
> A simple possibility is to use 2 torus, a black 'on' a white. And use
> the white for the trail ?

Attached is an example of that method.
Hope it will help you...
++

Jack


>
> An other way :
>
> white torus as texture
> |__> in the feedback __> output feedback as texture
> |__> convert white in black texel __> output black torus as texture
>
> Then mix (multiply) black torus with white feedback to get a black
> torus with white trails.
> ++
>
> Jack
>
>
>
>> btw i'm on windows not my choice.
>> i have to share the screen with other programs wich are windows only
>>
>> any help welcome once more .
>>
>> Thanks
>>
>> Pierre-Yves
>>
>>
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>
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// Jack/RYBN 2013
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect MyTex1, MyTex2;

void main() {
	vec2 tex_coord = gl_FragCoord.st;
	vec4 color = texture2DRect(MyTex1, tex_coord);
	vec4 color0 = texture2DRect(MyTex2, tex_coord);
	gl_FragColor = color+color0;
	gl_FragColor.a = 0.9;
 }

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