p.s. I could gladly contribute to the extension of the glsl help files. M
On Tue, Dec 27, 2011 at 2:44 PM, Marco Donnarumma <[email protected]>wrote: > Hi Guido, Cyrille, > > thanks for bringing the discussion further. > Actually Guido, I think I read you on the Pd forum few days ago and > checked your patches too, nice work. > > As for the documentation. > Personally, a great part of my first attempts at working with glsl in Pd > were completely mined by the absence of a wrapper object for the glsl > compilation; the lack of a [pix_shader] or [a_shad] for instance. It would > be useful to have [pix_shader] included in GEM. > It might sound silly, but as Guido mentioned, getting a shader to work > it's a much of a trial-and-error exercise. > Thus, in my experience, it took a lot of time to figure out where to look > for bugs or problems. > > I needed to study glsl (obviously) to start understanding; but I believe > that users would benefit from the inclusion of some initial, basic > information within the glsl help patches. For example, shader with > rectangular textures won't work if you don't switch the [pix_texture] mode > adequately. > This is not explained anywhere in Pd, and, yes, of course you can getting > to it by learning with on-line resources, but it would be far easier to > place a [comment] somewhere in the Pd patch. (I don't think it's there > already, but please tell me if so.). > > Shortly, imho the present glsl help are very complex for a noob because: > _there isn't an "official" wrapper, so the loading/compilation process is > visible and appears quite confusing. > _uniforms and how to control them from a Pd patch are not explained > anywhere (within Pd) > _basic and clear info about getting a new shader to work in Pd are missing > > of course, the whole glsl thing is complex and need further study anyway, > but it would be awesome to inform the glsl in GEM with the stuff above. > > M > > > > On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <[email protected]> wrote: > >> >> >> Le 27/12/2011 13:02, Guido Tamino a écrit : >> >> Hello, >>> >>> actually the [pix_shader] abstraction comes from a depth of field >>> simulation I made with glsl/gem a while ago. Download link, documentation >>> and demo video are available at the link below. If anyone wants to try it >>> out, the depth of field patch is pretty self-explainatory and should work >>> just out of the box. >>> http://vimeo.com/30188933 >>> >>> Before being swamped with work I was interested in porting Vade shaders >>> and other glsl stuff to PD. I implemented his blur shaders (motion blur, >>> zoom blur and fast blur) and they all seems to work fine but a lot of work >>> has to be done before using them as solid generic effects. >>> http://guidotamino.it/**download/glslBlur.zip<http://guidotamino.it/download/glslBlur.zip> >>> >>> A couple months ago I opened a discussion with Cyrille on the theme but >>> we were both too busy with work to fully dive into the subject. >>> >> since then, i made a "good" triangle blur shader to work with a modified >> version of guildo patch. >> i commit everything as a gem example yesterday. >> >> >> In the meanwhile I played around with the optical flow experiments by >>> the jitter community with nice results, a demo could be seen here: >>> http://vimeo.com/30517302 >>> >> nice. >> >> >> >>> I'm definetely interested in developing a set of glsl wrappers to make >>> the whole thing easier for a beginner. I am a beginner myself and I had >>> some tough times trying to figure out things like how to multipass glsl >>> effects or how to feed multiple textures to a shader. This kind of stuff is >>> almost undocumented and needs a lot of trial and error in order to be >>> understood. >>> >>> there are few multipass example in gem. >> I try to make 1 example for each technical possibility. >> nothing is fully documented, but i think everything is documented. >> at least, everything that i'm aware of. (i was also a glsl noob before >> making gem examples...) >> >> do you think that more multipass example are needed? >> or is it just that since it's complex, it need time to be fully >> understood? >> >> cheer >> Cyrille >> >> Best, >>> Guido >>> >>> Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard ha scritto: >>> >>> Hello >>>> >>>> We have worked in codelab french forum about that since one month : >>>> I give you the first test-lib that I have created : >>>> <a_shader-tr.zip> >>>> [a_cons] is a usefull abstract to create box of variables. >>>> >>>> 2 exemples with multipass of texture >>>> http://t-pas-net.com/videos/**test_multi_shad.mov<http://t-pas-net.com/videos/test_multi_shad.mov> >>>> http://vimeo.com/33974266 >>>> >>>> Yet, I adapt GLSL. system of particules with pmpd. >>>> http://t-pas-net.com/videos/**fragGLSLtest5.mov<http://t-pas-net.com/videos/fragGLSLtest5.mov> >>>> http://t-pas-net.com/videos/**testGLSL_pmpd.flv<http://t-pas-net.com/videos/testGLSL_pmpd.flv> >>>> >>>> :-) >>>> >>>> p >>>> >>>> Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit : >>>> >>>> Hi all, >>>>> >>>>> while studying glsl (after attending Cyrille's workshop at the PdCon), >>>>> I'm porting Vade's collection of shaders [1] to Pd, >>>>> and I only need to know I'm not reinventing the wheel. >>>>> >>>>> I'm creating a glsl-help-files lib, based on the [pix_shader] wrap by >>>>> Cyrille; adding ready made patches for diverse shaders and briefly >>>>> explaining while some work out of the box and some others not. >>>>> It could be useful to have such documentation in Pd, as the glsl topic >>>>> is not covered in depth, or at least not enough for a noob in this field >>>>> as >>>>> myself. >>>>> >>>>> I recall Marius was doing something similar, but I'm not sure how the >>>>> project ended up. >>>>> >>>>> [1] http://001.vade.info/?page_id=**20<http://001.vade.info/?page_id=20> >>>>> >>>>> >>>>> -- >>>>> Marco Donnarumma >>>>> Independent New Media and Sonic Arts Practitioner, Performer, Teacher >>>>> ACE, Sound Design MSc by Research (ongoing) >>>>> The University of Edinburgh, UK >>>>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >>>>> Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> >>>>> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.* >>>>> *com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com < >>>>> http://www.thesaddj.com/> | http://www.flxer.net < >>>>> http://www.flxer.net/> >>>>> Director: >>>>> http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>< >>>>> http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> >>>>> > >>>>> ______________________________**_________________ >>>>> [email protected] <mailto:[email protected]> mailing list >>>>> >>>>> UNSUBSCRIBE and account-management -> http://lists.puredata.info/** >>>>> listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list> >>>>> >>>> >>>> ______________________________**_________________ >>>> [email protected] <mailto:[email protected]> mailing list >>>> >>>> UNSUBSCRIBE and account-management -> http://lists.puredata.info/** >>>> listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list> >>>> >>> >>> >>> >>> ______________________________**_________________ >>> [email protected] mailing list >>> UNSUBSCRIBE and account-management -> http://lists.puredata.info/** >>> listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list> >>> >> >> > > > -- > Marco Donnarumma > Independent New Media and Sonic Arts Practitioner, Performer, Teacher > ACE, Sound Design MSc by Research (ongoing) > The University of Edinburgh, UK > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Portfolio: http://marcodonnarumma.com > Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | > http://www.flxer.net > Director: http://www.liveperformersmeeting.net > -- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net Director: http://www.liveperformersmeeting.net
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