[PD] shaders + erosion filter

hi joson.android at googlemail.com
Fri Jul 7 13:33:47 CEST 2017


Works now. Yeah! thanks Claude!

Am 07.07.2017 um 13:06 schrieb Claude Heiland-Allen <claude at mathr.co.uk>:

> On 07/07/17 12:00, hi via Pd-list wrote:
> [...]
>>    step_w = 1.0 / 640.0;
>>    step_h = 1.0 / 480.0;
> [...]
>>            tmp = texture2DRect(sourceTexture, vec2 ( pos.s + float(i)*step_w, pos.t + float(j)*step_h ) ).rgb;
> 
> texture2DRect() expects integer-per-texel coordinates in the range
> [0..size), so your step_w and step_h should be 1.0 to get neighbouring
> texels.
> 
> See Matias Valdenegro's comment here:
> https://stackoverflow.com/questions/6736531/where-can-i-find-documentation-on-the-opengl-shader-function-texture2drect#6737327
> 
> 
> Claude
> -- 
> https://mathr.co.uk
> 
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