Le 03/10/2013 11:23, Patrice Colet a écrit :
> Hello,
>
> I'm trying to find out how to get a backbuffer for attached shader found in 
> the web (http://glsl.heroku.com/e#8849.0), it seem I couldn't get alpha 
> channel in gemframebuffer's recursion, any idea?
>
> Colet Patrice
>
>
>
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Hello Patrice,

I just added a line at the begining and an other one at the end of
fractalFeedback.frag to change the alpha for the feedback.
I also change the texunit ID backbuffer to 0 in the patch.
You can change alpha feedback with the number box i added in the patch.
Hope it helps.
++

Jack



Attachment: feedback.pd
Description: application/puredata

uniform float time, alpha_back;
uniform vec2 mouse;
uniform vec2 resolution;

uniform sampler2D backbuffer;

#define PI2 6.2831853070


// definition for a scale, rotate, and color transform
// color transform is multiply (darken) only
struct Transform {
        vec4 color;
        vec2 center;
        float scale;
        float rotation;
};

vec2 applyTransform(const Transform t, vec2 v) {
        v -= t.center;
        float c = cos(t.rotation);
        float s = sin(t.rotation);
        return (vec2(
                (v.x*c - v.y*s),
                (v.y*c + v.x*s)) * t.scale + t.center);
}

#define SCALE 5.0

// model will be scaled such that the rectangle (-SCALE/2, -SCALE/2), (SCALE/2, 
SCALE/2)
// will be centered and fit the window with square aspect ratio.
float scale = SCALE / min(resolution.y,resolution.x);

vec2 mapModelToTexture(const vec2 v) {
        return (v/(resolution*scale) + 0.5);
}

vec2 mapTextureToModel(const vec2 v) {
        return (v - 0.5 * resolution) * scale;
}

// apply transform, return backbuffer sample
vec4 getBackbufferTransform(const Transform t, vec2 v) {
        return t.color * 
                texture2D(backbuffer, 
                   mapModelToTexture(applyTransform(t, v)));
}

vec4 whiten(const vec4 color, float f) {
        return (1.-f)*color + vec4(f);
}

void main( void ) {
        // transform fragment coords to model coords
        vec2 v = mapTextureToModel(gl_FragCoord.xy);

        // draw orbs
        
        const float innerRadius = 0.01;
        float outerRadius = .24 + .03 * (sin(17.*time) + sin(11.*time));
        
        vec2 p1 = (vec2(sin(time), cos(time)));
        vec2 p2 = (vec2(sin(time*1.1), cos(time*1.1)));
        vec2 p3 = (vec2(sin(time*1.3), cos(time*1.3)));

        float d1 = length(v -p1);
        float d2 = length(v -p2);
        float d3 = length(v -p3);

        const float aa = 0.95;
        const float bb = 0.65;
        const float cc = 0.05;
        const vec4 color1 = vec4(aa, bb, cc, 2.0);
        const vec4 color2 = vec4(cc, bb, aa, 2.0);
        const vec4 color3 = vec4(aa, cc, bb, 2.0);

        vec4 drawing = vec4(0.,0.,0.,0.);
        drawing += smoothstep(outerRadius, innerRadius, d1) * color1;
        drawing += smoothstep(outerRadius, innerRadius, d2) * color2;
        drawing += smoothstep(outerRadius, innerRadius, d3) * color3;
        
        // draw ring/disc
        float rr = length(v);
        drawing += vec4(1.)
                * smoothstep(1.1, 1., rr)
                * smoothstep(0.9, 0.5+0.5*sin(0.1*time), rr);

        // apply feedback transforms to backbuffer
        
        // define transform structs
        float r = time*.27;
        Transform t1 = Transform(
                whiten(vec4(aa, bb, cc, 1.0), 0.7), 
                vec2(-.7, 0.),
                1.5, 
                -r*3.);
        Transform t2 = Transform(
                whiten(vec4(cc, bb, aa, 1.0), 0.7),
                vec2(0.7, 0.),
                1.5,
                r*2.);

        // composite feedback with drawing
        vec4 fc = max(  getBackbufferTransform(t1, v),
                        getBackbufferTransform(t2, v));
        gl_FragColor = (1.-drawing[3])*fc -vec4(.01) + drawing[3]*drawing;
        gl_FragColor.a = alpha_back;
}

// Cyrille Henry 2007

void main()
{
    gl_TexCoord[0] = gl_MultiTexCoord0;
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

}
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