FreeframeGL ShaderLoader

FFGL, OSC, GLSL. If you like abbreviations, this is the forum for you
leadedge
Hasn't felt like this about software in a long time
Posts: 104
Joined: Fri Feb 14, 2014 13:58

Re: FreeframeGL ShaderLoader

Post by leadedge »


vjcrux
Met Resolume in a bar the other day
Posts: 6
Joined: Thu Nov 06, 2014 09:37

Re: FreeframeGL ShaderLoader

Post by vjcrux »

After having read all the forum i still have some basic question about loading shaders on osx after quartz's death:

Is it available a ffgl plugin (shaderloader?) that can load .fs or .txt directly on osx resolume?
Has someone compiled it and shared?
VDMX can now easily play .fs files easily draggin in. Will resolume do the same?

Is it possible compile an .bundle generators or filters plugin ?

If yes, please can someone kindly tell me where and how?

Grateful for a clear answer, thank

rdpozo
Is taking Resolume on a second date
Posts: 15
Joined: Sat Jan 13, 2018 15:11

Re: FreeframeGL ShaderLoader

Post by rdpozo »

Is there anyone that could use ShaderMaker to compile this effect for me?
I have tried doing it but it always fail, and my skills in programming is not that great.

I really would appreciate the help and could pay a little for the effort. Thanks for the help


<jittershader name="slide">
<param name="slide_up" type="float" default="1" />
<param name="slide_down" type="float" default="1" />
<param name="tex0" type="int" default="0" />
<param name="tex1" type="int" default="1" />
<language name="glsl" version="1.0">
<bind param="tex0" program="fp" />
<bind param="tex1" program="fp" />
<bind param="slide_up" program="fp" />
<bind param="slide_down" program="fp" />
<program name="vp" type="vertex">
<![CDATA[
// define our varying texture coordinates
varying vec2 texcoord0;
varying vec2 texcoord1;

void main(void)
{
// the output vertex postion to the input vertex position
// transformed by the current ModelViewProjection matrix
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

// assign our varying texture coordinates to the
// input texture coordinate values transformed
// by the appropriate texture matrix. This is
// necessary for rectangular and flipped textures
texcoord0 = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
texcoord1 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord1);
}
]]>
</program>
<program name="fp" type="fragment">
<![CDATA[

uniform float slide_up;
uniform float slide_down;

varying vec2 texcoord0;
varying vec2 texcoord1;

uniform sampler2DRect tex0;
uniform sampler2DRect tex1;

void main(void)
{
vec4 su, sd, up, down, amount;

// sample inputs at texcoords
vec4 input0 = texture2DRect(tex0, texcoord0);
vec4 input1 = texture2DRect(tex1, texcoord1);

// get contribution
amount.x = input0.x > input1.x ? 1.0 : 0.0;
amount.y = input0.y > input1.y ? 1.0 : 0.0;
amount.z = input0.z > input1.z ? 1.0 : 0.0;
amount.w = input0.w > input1.w ? 1.0 : 0.0;

// calculate slide down
float d = max(1.0, abs(slide_down));
sd = vec4(1.0 / d);
down = input1 + ((input0 - input1) * sd);

// calculate slide up
float u = max(1.0, abs(slide_up));
su = vec4(1.0 / u);
up = input1 + ((input0 - input1) * su);

// mix between down and up
gl_FragColor = mix(down, up, amount);
}

]]>
</program>
</language>
</jittershader>

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