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
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://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
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