On Sun, May 31, 2020 at 4:10 PM <amin...@gmail.com> wrote: > Hm. In order to stick with "plain melt" I may modify an existing movit > transition instead. Do you forsee any problems going this route? > > It is not a bad idea to add something to the opengl module using the same OpenGL context given to Movit. I would stay away from trying to actually integrate with Movit itself for a generic shader and only use some more standalone functions of GlslManager (or code snippets). You should also take a look at filter_movit_convert.cpp to see how to integrate the image I/O with MLT.
El 30 may 2020, a las 15:56, Dan Dennedy <d...@dennedy.org> escribió: > > On Sat, May 30, 2020 at 10:49 AM <amin...@gmail.com> wrote: > >> Hi all - what's the current state of running custom GLSL shaders for >> effects and transitions in MLT? In 2017 it appears it wasn't supported, at >> least using Movit. >> >> Specifically, I'd like to write shaders that take frames from multiple >> producers as input. >> >> > It is only possible for two inputs (transition) using WebGL with WebVfx. > It includes an example based GL transitions <https://gl-transitions.com>: > > https://github.com/mltframework/webvfx/blob/master/demo/examples/transition-shader-glslio.html > > Otherwise, as a single input filter, there is an add-on to FFmpeg > libavfilter to use GLSL that you would need to extend to read from a > specified file. > > The nice thing about WebVfx is that it already provides the framework to > make MLT properties - including animated with keyframes - available to the > shader uniforms by way of the JavaScript required to use WebGL. Otherwise, > a pure MLT plugin would require something to define how properties map to > uniforms. > > >
_______________________________________________ Mlt-devel mailing list Mlt-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mlt-devel