Hi Vade ! (I met you at NIME2007 right ? ) You could write a little script that take the *.vert and *.frag files, plus the XML header that would be separate, and merge them in order to make a *.jxs file in order to use it in Jitter. The *.vert and *.frag could be used directly into Gem.
Do the shaders included with Jitter allow copying like that ? I know that some come from samples from GPU making companies and are free to use, but some others are made by the Cycling 74' folks, and are not free to distribute with something else than Jitter. We would need to rewrite them... ;)
We can use the PdMtlAbstractions SVN repository for this development. I would be quite happy about this. We could create a folder named gems/shader/* and put everything in there. I am also quite a lot into shaders these days, so I would be happy to see that happening. We would also share a lot of knowledge, you know. We could use the PdMtlAbstractions mailing list or I could create a new one. See http://wiki.dataflow.ws/PdMtlAbstractions and https://devel.goto10.org/pdmtl to know more. There is this abstraction that could be wrapped up : https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems/glsl_shader.pd as I am getting quite good at not duplicating code, but using abstractions the right way instead. :) I plan to work a lot with shaders in the next year.
How does it sound ? Anyone else is up for this ?
a
2007/6/27, vade doktorp@mac.com:
Hi. Hans pointed me to this thread off list. Im definitely interested in porting some of my shaders to GEM, and making some easy to use abstractions that you can plop down in the GEM processing chain.
I actually emailed Chris Clepper off list earlier in the week regarding this. It looks like, however, that GEM and Jitter handle some things slightly differently, enough so where I may have to maintain more than one version of the shader code for both environments, or, maybe im just dont get whats going on. Either way im going to take a closer look at this friday. My goal is to have interchangeable shaders (Jitter uses an XML file to describe the parameters and declare what vertex and fragment program is loaded, but besides that 'jxs' file, id like the .vert and the .frag to be basically interchangeable). Id also include some basic abstractions for wrapping the shaders so you could just drop a
[v001.duotone] into the gem pipeline and get two tone processing for your textures. etc etc.
Once I get a basic set of shaders done that I am happy with, ill definitely be releasing them to the GEM community as well. Im also pretty new with this shader stuff, so expect some hiccups.
Right now the shaders I am working on are:
Mixers : A/B with blendmodes like overlay/hardlight etc Mixers : A/B/C where C is mask based on luma or alpha
Effects: Black and White Texture clamping (makes cool lines in the middle of the image) Color Separator (separate r g b planes in x/y) Dent Duotone Exposure Fader (fade to black/white, nice at the end of a processing chain) Light Tunnel Pinch Posterize Shred (interesting pattern/repetition creation) Stretch Threshold (high contrast colors) Twirl
and some more
3D shaders
Vertex noise Normal Map Sin distortion
Because Jitter has a library of already created shaders, I may port some of those over so GEM folks have them as well, like saturation, contrast, brightness, and so on. The basics.
Peace :)
On Jun 26, 2007, at 3:09 PM, Cypod wrote:
What books or webpages are out there for learning how to write glsl shaders, for use in 3D?
http://en.wikibooks.org/wiki/Programming:OpenGL
Has anyone read this one OpenGL(R) Shading Language (2nd Edition) http://tinyurl.com/ysun6z
Are there any third party applications for writing glsl shaders that can be easially ported over to PD?
On 6/26/07, Cypod cypod25@gmail.com wrote: I am hoping to learn more about programming by using PD, but it would also be nice to crank out some good looking shaders in a timely manner
On 6/25/07, Alexandre Quessy listes@sourcelibre.com wrote: HI Cyrille and others.
I modified the abstraction to make opening the two files easier. It uses file/parentfolder from the PdMtlAbstractions. (try it !! It answers your question)
For the C programming and such, I just meant that it is nice if we can tend to make Pd easier to use for people that are not that much used to advanced programming. A good documentation and a nice structure helps a lot...
a
2007/6/23, cyrille henry < cyrille.henry@la-kitchen.fr>:
Alexandre Quessy a écrit : Eh Jack ! Very nice examples, yes. Cyrille, do you think that one should understand C programming in order to use Pd? I don't. i don't see your point here. glsl programming is not very diferent from C. So, understanding C is good for learning glsl.
but you don't nead glsl in order to use pd. you just need glsl if you want to do very heavy pixel processing at 50fps / 1024x768 without using any CPU time by exemple.
Of course, its low-level orientation makes it perfect for someone to learn lower level stuff.
Anyways, I added an abstraction for shaders in the PdMtlAbstractions. See https://devel.goto10.org/pdmtl/browser/trunk/pdmtl/gems
cut / paste the help file is (for me) easier to use, as i usually put the shader in in the same directory as my patch, so i don't nead to provide the full path for the shader. (and the patch could run on other computer without changing all path).
is there a solution for an abstraction to know the directory of it's parent patch?
cyrille
a
2007/6/19, jack@rybn.org jack@rybn.org: Yep, very interesting example ! You can "boost" Gem with glsl object. Is there workshop in Paris about that Cyrille ? I think, that it would be interesting to do.
Jack
Hans-Christoph Steiner a écrit :
On Jun 17, 2007, at 6:58 AM, cyrille henry wrote:
hello,
Kyle Klipowicz a écrit : Ooop please send any elementary examples of these things.
i post a few very diferents shader and the pd patch to use them here :
http://drpichon.free.fr/gem_glsl_ch_200070617.zip
Wow, these are some nice examples, these should be included in the "examples" section of Pd-extended.
well, i think i should clean up some code and check licence for the shader i did not write. where should i put them in order to include them in pd-extended?
cyrille
.hc
I got confused by the Gem docs (they don't explain OpenGL as thoroughly as
the vanilla Pd-docs explain DSP).
Gem doc aim is to explain gem specific stuf. but in order to use Gem,
you also need a good openGL book. (you can find lot's of them)
cyrille
~Kyle
On 6/17/07, cyrille henry cyrille.henry@la-kitchen.fr wrote: hello,
Alexandre Quessy a écrit : Hi all ! The Toon.vert and Toon.frag shaders don't seem to work quite well
here. I only get some kind of darker or lighter grey depending on
the value of the "Phong" variable I set it to have. I am using Pd-extended 0.39-2 test 5 on Ubuntu Linux Intel. Gem is 0.91-cvs compiled on Mar
16 2007. Should I generate something any better ? this is exactly what the toon shader is aiming to do. look at it's code to undersant why.
Anyone has an other GLSL shader to suggest to try it with ?
yes, google has a lot.
i have a few other exemple on my computer, tell me if you're looking
for some specific stuf.
cyrille
Thanks !!
a
2007/6/16, chris clepper cgclepper@gmail.com: GEM is a bit easier to deal with for shaders since there is no
need
to do
any specific wrapper. Any ARB_ vertex or fragment shader and any
GLSL shader you find on the web can work in GEM without modification.
In some
cases you might need to change something in the shader text to
deal
with
rectangle vs 2D textures.
On 6/16/07, Cypod cypod25@gmail.com wrote:
On the cycling74 webpage there is an interesting article about
writing
shaders for jitter: http://cycling74.com/story /2007/5/23/181113/507
is there a similar function available for GEM? Has anyone had
experience
with doing this?
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