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 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. 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 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. 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://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/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 >> >> >> -- >> 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 >> _______________________________________________ >> [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
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