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.
>
>
>
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