now my secret identity is known. my vigilante days are numbered!

:)

Here is a sample fragment shader that implements one of the blend modes (overlay) for A/B mixing. If you can show me how to get this working in a patch that has two texture inputs for one rect object at the end of a gemhead render chain, that would really be awesome, and I could wrap it easily in an abstraction.

Thanks for taking the time to look at it. Yeah, I know, weird Jitter texcoord template, deal with it :)

---- fragment shader
uniform vec4 amount;

// define our rectangular texture samplers
uniform sampler2DRect tex0;
uniform sampler2DRect tex1;

// define our varying texture coordinates
varying vec2 texcoord0;
varying vec2 texcoord1;

vec4 one = vec4(1.0);   
vec4 two = vec4(2.0);
vec4 lumcoeff = vec4(0.2125,0.7154,0.0721,0.0);


vec4 overlay(vec4 myInput, vec4 previousmix, vec4 amount)
{
        float luminance = dot(previousmix,lumcoeff);
        float mixamount = clamp((luminance - 0.45) * 10., 0., 1.);

        vec4 branch1 = two * previousmix * myInput;
        vec4 branch2 = one - (two * (one - previousmix) * (one - myInput));
        
        vec4 result = mix(branch1, branch2, vec4(mixamount) );
        vec4 mixresult = mix(previousmix, result, amount);
        
        return mixresult;
}

void main(void)
{               
        vec4 input0 = texture2DRect(tex0, texcoord0);
        vec4 input1 = texture2DRect(tex1, texcoord1);   

        vec4 mix1 = overlay(input1, input0, amount* two );
        vec4 mix2 = overlay(input0, input1, (1.0 - amount) * two );
        
        vec4 result = mix(vec4(mix1.rgb,1.),vec4(mix2.rgb,1), amount);

        gl_FragColor = result;
}

---- vert shader

varying vec2 texcoord0;
varying vec2 texcoord1;


void main()
{
    // perform standard transform on vertex
    gl_Position = ftransform();

    // transform texcoords
    texcoord0 = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
    texcoord1 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord1);
}



On Jul 1, 2007, at 11:47 AM, chris clepper wrote:

Anton

You want to set the texture unit that pix_texture uses correct? pix_texture should take a 'texunit $1' (or texUnit) message to do this. Multitexturing was one of Jamie's projects which remains unfinished...

Send me a shader to work with if you can't get it working.


On 6/29/07, vade <[EMAIL PROTECTED]> wrote:
Hello


i am looking for an example patch, or how to for multitexturing. Im trying to port some GLSL shaders that implement mixers over to GEM. How do I get gl_TextureMatrix[0] and [1], etc so to speak onto a rect?


thanks, forgive me if this is obvious, but I looked around and did not see any example code.

v a d e //

www.vade.info
abstrakt.vade.info






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v a d e //

www.vade.info
abstrakt.vade.info



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