[IMPLEMENTED in 7.8] ISF - Interactive Shader Format

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nosuchtim
Posts: 11
Joined: Thu Jan 05, 2012 22:57

[IMPLEMENTED in 7.8] ISF - Interactive Shader Format

Post by nosuchtim »

See http://interactiveshaderformat.com . Is there any chance that this could be supported directly in Resolume? It would greatly expand the number of effects available.

...Tim...

Meptik
Posts: 67
Joined: Sun Jul 10, 2016 00:12

Re: ISF - Interactive Shader Format

Post by Meptik »

+1

Babcom
Posts: 97
Joined: Tue Sep 13, 2011 08:30

Re: ISF - Interactive Shader Format

Post by Babcom »

+1 Got to love ISF!

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: ISF - Interactive Shader Format

Post by Joris »

I've been eyeing ISF recently as well.

Shaders are awesome. I get the feeling that shaders are where creative coding for graphics is headed, rather than oF or Processing. Direct Shadertoy support would be nice, but I feel like Shadertoy is geared more towards showcasing rather than live performance. ISF feels like a good happy medium.

Our plate is ridiculously full at the moment unfortunately. Maybe one day.

DataPhreak
Posts: 7
Joined: Thu Apr 27, 2017 22:03

Re: ISF - Interactive Shader Format

Post by DataPhreak »

I think your plate needs a cherry on top. Just about every other vj platform supports this. It's open source. You could probably figure it out over the weekend. Inputs are predefined in the source file.

https://www.interactiveshaderformat.com/sketches/488

Code: Select all

/*{
  "CREDIT": "by mojovideotech",
  "CATEGORIES": [
    "Automatically Converted"
  ],
  "DESCRIPTION": "",
  "INPUTS": [
    {
      "MAX": [
        1,
        1
      ],
      "MIN": [
        0,
        0
      ],
      "DEFAULT": [
        0.5,
        0.5
      ],
      "NAME": "center",
      "TYPE": "point2D"
    },
    {
      "MAX": [
        10,
        10
      ],
      "MIN": [
        0.5,
        0.5
      ],
      "DEFAULT": [
        2,
        2.25
      ],
      "NAME": "shape",
      "TYPE": "point2D"
    },
    {
      "NAME": "speed",
      "TYPE": "float",
      "DEFAULT": 0.5,
      "MIN": 0.0001,
      "MAX": 1
    },
    {
      "NAME": "rotation",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0.005,
      "MAX": 0.5
    },
    {
      "NAME": "R",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "G",
      "TYPE": "float",
      "DEFAULT": 0.125,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "B",
      "TYPE": "float",
      "DEFAULT": 0.25,
      "MIN": 0,
      "MAX": 0.5
    }
  ]
}*/
That's super easy to grep. Then all you have to do is incorporate the loader, which is open source. It's OpenGL based, so there shouldn't be any issues. Pick one platform, release it as a beta feature. See what happens. If it's too much trouble, pull it.

bsarps
Posts: 1
Joined: Sun Nov 26, 2017 22:56

Re: ISF - Interactive Shader Format

Post by bsarps »

Another vote for this feature. Extra bonus points if you make it cross platform.

User avatar
mygeneration
Posts: 21
Joined: Thu Sep 21, 2017 20:48
Location: South Florida, USA

Re: ISF - Interactive Shader Format

Post by mygeneration »


jb0815
Posts: 19
Joined: Sun Feb 05, 2017 18:45

Re: ISF - Interactive Shader Format

Post by jb0815 »

I would love it too. Please make it possible . It's worth a try !!

User avatar
francoe
Posts: 382
Joined: Thu Nov 27, 2008 23:30

Re: ISF - Interactive Shader Format

Post by francoe »

I was porting some isf to ffgl (time before this threat, don't know if they're news), and don't seems to be easy to achieve. Maybe for single generators, but a mess to accomplish buffers and so.

User avatar
drazkers
Posts: 968
Joined: Wed May 18, 2011 10:54
Location: Brady V up in Canada

Re: ISF - Interactive Shader Format

Post by drazkers »

DataPhreak wrote: Mon May 22, 2017 21:48 I think your plate needs a cherry on top. Just about every other vj platform supports this. It's open source. You could probably figure it out over the weekend. Inputs are predefined in the source file.

https://www.interactiveshaderformat.com/sketches/488

Code: Select all

/*{
  "CREDIT": "by mojovideotech",
  "CATEGORIES": [
    "Automatically Converted"
  ],
  "DESCRIPTION": "",
  "INPUTS": [
    {
      "MAX": [
        1,
        1
      ],
      "MIN": [
        0,
        0
      ],
      "DEFAULT": [
        0.5,
        0.5
      ],
      "NAME": "center",
      "TYPE": "point2D"
    },
    {
      "MAX": [
        10,
        10
      ],
      "MIN": [
        0.5,
        0.5
      ],
      "DEFAULT": [
        2,
        2.25
      ],
      "NAME": "shape",
      "TYPE": "point2D"
    },
    {
      "NAME": "speed",
      "TYPE": "float",
      "DEFAULT": 0.5,
      "MIN": 0.0001,
      "MAX": 1
    },
    {
      "NAME": "rotation",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0.005,
      "MAX": 0.5
    },
    {
      "NAME": "R",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "G",
      "TYPE": "float",
      "DEFAULT": 0.125,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "B",
      "TYPE": "float",
      "DEFAULT": 0.25,
      "MIN": 0,
      "MAX": 0.5
    }
  ]
}*/
That's super easy to grep. Then all you have to do is incorporate the loader, which is open source. It's OpenGL based, so there shouldn't be any issues. Pick one platform, release it as a beta feature. See what happens. If it's too much trouble, pull it.
Literally zero ones on pc, I don’t think people realize it’s probably easy on Mac but a world of programming pain on PC. Especially if vidvox moves to metal.

Would be super sweet, and I’d have a ball. But I’m waiting on Resolume to really nail down R6 before they start adding major features.

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