This development would be insanely awesome! While I cannot contribute directly, I will be closely following these developments, because I am starting to see how using shaders with the GPU is about the only way to make my poor slow G4 do anything cool!
~Kyle On 6/28/07, Alexandre Quessy <[EMAIL PROTECTED]> wrote: > Hi Vade ! > (I met you at NIME2007 right ? ) > You could write a little script that take the *.vert and *.frag files, > plus the XML header that would be separate, and merge them in order to > make a *.jxs file in order to use it in Jitter. The *.vert and *.frag > could be used directly into Gem. > > Do the shaders included with Jitter allow copying like that ? I know > that some come from samples from GPU making companies and are free to > use, but some others are made by the Cycling 74' folks, and are not > free to distribute with something else than Jitter. We would need to > rewrite them... ;) > > We can use the PdMtlAbstractions SVN repository for this development. > I would be quite happy about this. We could create a folder named > gems/shader/* and put everything in there. I am also quite a lot into > shaders these days, so I would be happy to see that happening. We > would also share a lot of knowledge, you know. We could use the > PdMtlAbstractions mailing list or I could create a new one. See > http://wiki.dataflow.ws/PdMtlAbstractions and > https://devel.goto10.org/pdmtl to know more. There is this abstraction > that could be wrapped up : > https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems/glsl_shader.pd > as I am getting quite good at not duplicating code, but using > abstractions the right way instead. :) I plan to work a lot with > shaders in the next year. > > How does it sound ? Anyone else is up for this ? > > a > > > > 2007/6/27, vade <[EMAIL PROTECTED]>: > > Hi. Hans pointed me to this thread off list. Im definitely interested in > > porting some of my shaders to GEM, and making some easy to use abstractions > > that you can plop down in the GEM processing chain. > > > > I actually emailed Chris Clepper off list earlier in the week regarding > > this. It looks like, however, that GEM and Jitter handle some things > > slightly differently, enough so where I may have to maintain more than one > > version of the shader code for both environments, or, maybe im just dont get > > whats going on. Either way im going to take a closer look at this friday. My > > goal is to have interchangeable shaders (Jitter uses an XML file to describe > > the parameters and declare what vertex and fragment program is loaded, but > > besides that 'jxs' file, id like the .vert and the .frag to be basically > > interchangeable). Id also include some basic abstractions for wrapping the > > shaders so you could just drop a > > > > [v001.duotone] into the gem pipeline and get two tone processing for your > > textures. etc etc. > > > > Once I get a basic set of shaders done that I am happy with, ill definitely > > be releasing them to the GEM community as well. Im also pretty new with this > > shader stuff, so expect some hiccups. > > > > Right now the shaders I am working on are: > > > > > > Mixers : A/B with blendmodes like overlay/hardlight etc > > Mixers : A/B/C where C is mask based on luma or alpha > > > > Effects: > > Black and White > > Texture clamping (makes cool lines in the middle of the image) > > Color Separator (separate r g b planes in x/y) > > Dent > > Duotone > > Exposure > > Fader (fade to black/white, nice at the end of a processing chain) > > Light Tunnel > > Pinch > > Posterize > > Shred (interesting pattern/repetition creation) > > Stretch > > Threshold (high contrast colors) > > Twirl > > > > and some more > > > > 3D shaders > > > > Vertex noise > > Normal Map > > Sin distortion > > > > Because Jitter has a library of already created shaders, I may port some of > > those over so GEM folks have them as well, like saturation, contrast, > > brightness, and so on. The basics. > > > > Peace :) > > > > > > > > > > On Jun 26, 2007, at 3:09 PM, Cypod wrote: > > > > What books or webpages are out there for learning how to write glsl > > shaders, for use in 3D? > > > > http://en.wikibooks.org/wiki/Programming:OpenGL > > > > Has anyone read this one OpenGL(R) Shading Language (2nd Edition) > > http://tinyurl.com/ysun6z > > > > > > Are there any third party applications for writing glsl shaders that > > can be easially ported over to PD? > > > > > > > > On 6/26/07, Cypod <[EMAIL PROTECTED]> wrote: > > I am hoping to learn more about programming by using PD, but it would also > > be nice to crank out some good looking shaders in a timely manner > > > > > > > > On 6/25/07, Alexandre Quessy <[EMAIL PROTECTED]> wrote: > > HI Cyrille and others. > > > > I modified the abstraction to make opening the two files easier. It > > uses file/parentfolder from the PdMtlAbstractions. (try it !! It > > answers your question) > > > > For the C programming and such, I just meant that it is nice if we can > > tend to make Pd easier to use for people that are not that much used > > to advanced programming. A good documentation and a nice structure > > helps a lot... > > > > a > > > > 2007/6/23, cyrille henry < [EMAIL PROTECTED]>: > > > > > > Alexandre Quessy a écrit : > > Eh Jack ! > > Very nice examples, yes. Cyrille, do you think that one should > > understand C programming in order to use Pd? I don't. > > i don't see your point here. > > glsl programming is not very diferent from C. So, understanding C is > > good for learning glsl. > > > > but you don't nead glsl in order to use pd. > > you just need glsl if you want to do very heavy pixel processing at > > 50fps / 1024x768 without using any CPU time by exemple. > > > > > > > > > > Of course, its > > low-level orientation makes it perfect for someone to learn lower > > level stuff. > > > > Anyways, I added an abstraction for shaders in the PdMtlAbstractions. > > See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems > > > > cut / paste the help file is (for me) easier to use, as i usually put > > the shader in in the same directory as my patch, so i don't nead to provide > > the full path for the shader. (and the patch could run on other computer > > without changing all path). > > > > is there a solution for an abstraction to know the directory of it's > > parent patch? > > > > > > cyrille > > > > > > > > a > > > > > > 2007/6/19, [EMAIL PROTECTED] <[EMAIL PROTECTED]>: > > Yep, very interesting example ! > > You can "boost" Gem with glsl object. > > Is there workshop in Paris about that Cyrille ? > > I think, that it would be interesting to do. > > > > Jack > > > > > > > > > > Hans-Christoph Steiner a écrit : > > > > On Jun 17, 2007, at 6:58 AM, cyrille henry wrote: > > > > > > hello, > > > > > > Kyle Klipowicz a écrit : > > Ooop please send any elementary examples of these things. > > > > > > i post a few very diferents shader and the pd patch to use them > > here : > > > > > > http://drpichon.free.fr/gem_glsl_ch_200070617.zip > > > > Wow, these are some nice examples, these should be included in the > > "examples" section of Pd-extended. > > > > > > > > well, i think i should clean up some code and check licence for the > > shader > > i did not write. > > where should i put them in order to include them in pd-extended? > > > > cyrille > > > > > > .hc > > > > > > > > > > > > I got > > confused by the Gem docs (they don't explain OpenGL as > > thoroughly as > > > > > > > > > > the vanilla Pd-docs explain DSP). > > > > Gem doc aim is to explain gem specific stuf. but in order to use > > Gem, > > > > > > > > you also need a good openGL book. > > (you can find lot's of them) > > > > cyrille > > > > > > > > > > ~Kyle > > > > On 6/17/07, cyrille henry <[EMAIL PROTECTED]> wrote: > > hello, > > > > Alexandre Quessy a écrit : > > Hi all ! > > The Toon.vert and Toon.frag shaders don't seem to work quite > > well > > > > > > > > > > > > here. I only get some kind of darker or lighter grey depending > > on > > > > > > > > > > > > the > > value of the "Phong" variable I set it to have. I am using > > Pd-extended > > 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled > > on Mar > > > > > > > > 16 2007. Should I generate something any better ? > > this is exactly what the toon shader is aiming to do. > > look at it's code to undersant why. > > > > > > > > Anyone has an other GLSL shader to suggest to try it with ? > > > > yes, google has a lot. > > > > i have a few other exemple on my computer, tell me if you're > > looking > > > > > > for some specific stuf. > > > > > > cyrille > > > > > > > > > > Thanks !! > > > > a > > > > 2007/6/16, chris clepper <[EMAIL PROTECTED]>: > > GEM is a bit easier to deal with for shaders since there is > > no > > > > > > need > > > > > > to do > > > > any specific wrapper. Any ARB_ vertex or fragment shader and > > any > > > > > > > > > > > > GLSL > > shader you find on the web can work in GEM without > > modification. > > > > > > > > > > In some > > > > cases you might need to change something in the shader text > > to > > > > > > deal > > > > > > with > > > > rectangle vs 2D textures. > > > > > > On 6/16/07, Cypod <[EMAIL PROTECTED]> wrote: > > > > On the cycling74 webpage there is an interesting article > > about > > > > > > > > > > writing > > > > shaders for jitter: > > http://cycling74.com/story /2007/5/23/181113/507 > > > > > > > > > > is there a similar function available for GEM? Has anyone > > had > > > > > > > > > > experience > > > > with doing this? > > > > > > _______________________________________________ > > > > > > > > > > > > > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > > > > > > > > _______________________________________________ > > > > > > > > > > > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > > > > > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info /listinfo/pd-list > > > > > > > > > > > > > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > > > > > > > > > > > > ------------------------------------------------------------ > > ---------------- > > > > > > > > > > > > > > > > > > > > http://at.or.at/hans/ > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > > > > > > > > > > > > > > > > > > > > > > -- > > Alexandre Quessy > > http://alexandre.quessy.net > > http://www.puredata.info /Members/aalex > > > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > > > > > > > > -- > > B~ > > www.cypod.co.nr > > > > > > -- > > B~ > > www.cypod.co.nr > > > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > v a d e // > > > > www.vade.info > > abstrakt.vade.info > > > > > > > > > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > > > -- > Alexandre Quessy > http://alexandre.quessy.net > http://www.puredata.info/Members/aalex > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list > -- ----- ------------ ---- ----- ---- -------- - ------ http://perhapsidid.wordpress.com _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
