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
Hi,
Marco, have a look at this thread you might find some stuff already being ported. http://codelab.fr/2897
Cheers Pierre-Olivier
On 27/12/2011 10:36, Marco Donnarumma wrote:
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.
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_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
Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net Director: http://www.liveperformersmeeting.net _______________________________________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Thanks Philippe and Pierre,
Cool, so i don't have to re-invent the wheel. I'll do my work anyway, but it's good to know you're working already on a lib to be released.
I'm also implementing shaders with pmpd, quite fun.
thanks, cheers, Marco
On Tue, Dec 27, 2011 at 11:22 AM, philippe boisnard philemon1@mac.comwrote:
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_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
Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net Director: http://www.liveperformersmeeting.net _______________________________________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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. 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
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.
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
Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net Director: http://www.liveperformersmeeting.net _______________________________________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
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
Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.com/> | http://www.thesaddj.com <http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.liveperformersmeeting.net <http://www.liveperformersmeeting.net/> _______________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailto:Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hi Guido, Cyrille,
thanks for bringing the discussion further. Actually Guido, I think I read you on the Pd forum few days ago and checked your patches too, nice work.
As for the documentation. Personally, a great part of my first attempts at working with glsl in Pd were completely mined by the absence of a wrapper object for the glsl compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have [pix_shader] included in GEM. It might sound silly, but as Guido mentioned, getting a shader to work it's a much of a trial-and-error exercise. Thus, in my experience, it took a lot of time to figure out where to look for bugs or problems.
I needed to study glsl (obviously) to start understanding; but I believe that users would benefit from the inclusion of some initial, basic information within the glsl help patches. For example, shader with rectangular textures won't work if you don't switch the [pix_texture] mode adequately. This is not explained anywhere in Pd, and, yes, of course you can getting to it by learning with on-line resources, but it would be far easier to place a [comment] somewhere in the Pd patch. (I don't think it's there already, but please tell me if so.).
Shortly, imho the present glsl help are very complex for a noob because: _there isn't an "official" wrapper, so the loading/compilation process is visible and appears quite confusing. _uniforms and how to control them from a Pd patch are not explained anywhere (within Pd) _basic and clear info about getting a new shader to work in Pd are missing
of course, the whole glsl thing is complex and need further study anyway, but it would be awesome to inform the glsl in GEM with the stuff above.
M
On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry ch@chnry.net wrote:
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.ziphttp://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.movhttp://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.movhttp://t-pas-net.com/videos/fragGLSLtest5.mov http://t-pas-net.com/videos/**testGLSL_pmpd.flvhttp://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=**20http://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
Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.** com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com < http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/ > Director: http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>< http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> > ______________________________**_________________ Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/** listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list>
______________________________**_________________ Pd-list@iem.at mailto:Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management -> http://lists.puredata.info/** listinfo/pd-list http://lists.puredata.info/listinfo/pd-list
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p.s. I could gladly contribute to the extension of the glsl help files.
M
On Tue, Dec 27, 2011 at 2:44 PM, Marco Donnarumma devel@thesaddj.comwrote:
Hi Guido, Cyrille,
thanks for bringing the discussion further. Actually Guido, I think I read you on the Pd forum few days ago and checked your patches too, nice work.
As for the documentation. Personally, a great part of my first attempts at working with glsl in Pd were completely mined by the absence of a wrapper object for the glsl compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have [pix_shader] included in GEM. It might sound silly, but as Guido mentioned, getting a shader to work it's a much of a trial-and-error exercise. Thus, in my experience, it took a lot of time to figure out where to look for bugs or problems.
I needed to study glsl (obviously) to start understanding; but I believe that users would benefit from the inclusion of some initial, basic information within the glsl help patches. For example, shader with rectangular textures won't work if you don't switch the [pix_texture] mode adequately. This is not explained anywhere in Pd, and, yes, of course you can getting to it by learning with on-line resources, but it would be far easier to place a [comment] somewhere in the Pd patch. (I don't think it's there already, but please tell me if so.).
Shortly, imho the present glsl help are very complex for a noob because: _there isn't an "official" wrapper, so the loading/compilation process is visible and appears quite confusing. _uniforms and how to control them from a Pd patch are not explained anywhere (within Pd) _basic and clear info about getting a new shader to work in Pd are missing
of course, the whole glsl thing is complex and need further study anyway, but it would be awesome to inform the glsl in GEM with the stuff above.
M
On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry ch@chnry.net wrote:
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.ziphttp://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.movhttp://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.movhttp://t-pas-net.com/videos/fragGLSLtest5.mov http://t-pas-net.com/videos/**testGLSL_pmpd.flvhttp://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=**20http://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
Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.* *com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com < http://www.thesaddj.com/> | http://www.flxer.net < http://www.flxer.net/> Director: http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>< http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> > ______________________________**_________________ Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/** listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list>
______________________________**_________________ Pd-list@iem.at mailto:Pd-list@iem.at mailing list
UNSUBSCRIBE and account-management -> http://lists.puredata.info/** listinfo/pd-list http://lists.puredata.info/listinfo/pd-list
______________________________**_________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/** listinfo/pd-list http://lists.puredata.info/listinfo/pd-list
-- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK
Portfolio: http://marcodonnarumma.com Research: http://res.marcodonnarumma.com | http://www.thesaddj.com | http://www.flxer.net Director: http://www.liveperformersmeeting.net
Le 27/12/2011 14:44, Marco Donnarumma a écrit :
Hi Guido, Cyrille,
thanks for bringing the discussion further. Actually Guido, I think I read you on the Pd forum few days ago and checked your patches too, nice work.
As for the documentation. Personally, a great part of my first attempts at working with glsl in Pd were completely mined by the absence of a wrapper object for the glsl compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have [pix_shader] included in GEM. It might sound silly, but as Guido mentioned, getting a shader to work it's a much of a trial-and-error exercise. Thus, in my experience, it took a lot of time to figure out where to look for bugs or problems.
I needed to study glsl (obviously) to start understanding; but I believe that users would benefit from the inclusion of some initial, basic information within the glsl help patches. For example, shader with rectangular textures won't work if you don't switch the [pix_texture] mode adequately. This is not explained anywhere in Pd, and, yes, of course you can getting to it by learning with on-line resources, but it would be far easier to place a [comment] somewhere in the Pd patch. (I don't think it's there already, but please tell me if so.).
this is what the 1st example do explain. at least, i thought it does. maybe it should be a bit more verbose.
Shortly, imho the present glsl help are very complex for a noob because: _there isn't an "official" wrapper, so the loading/compilation process is visible and appears quite confusing.
wow. this is strange for me. I always do a copy/paste. anyway, there is now a _glsl abstraction since i use it for the 14th example. other examples can be update to use it.
_uniforms and how to control them from a Pd patch are not explained anywhere (within Pd)
this is used (but not explain) in most example. i believed an example is better than text, but it look like i'm wrong.
_basic and clear info about getting a new shader to work in Pd are missing
you just have to imitate the "basic example"...
of course, the whole glsl thing is complex and need further study anyway, but it would be awesome to inform the glsl in GEM with the stuff above.
feel free to update help and examples. i thought it was clear. examples provide the information i wish i had before creating them...
cheers Cyrille
M
On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch@chnry.net mailto:ch@chnry.net> wrote:
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 <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://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/fragGLSLtest5.mov> http://t-pas-net.com/videos/__testGLSL_pmpd.flv <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 <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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.__com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com <http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.__liveperformersmeeting.net <http://www.liveperformersmeeting.net> <http://www.__liveperformersmeeting.net/ <http://www.liveperformersmeeting.net/>> _________________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/__listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list> _________________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/__listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list> _________________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/__listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list>
-- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK
Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.com/> | http://www.thesaddj.com <http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.liveperformersmeeting.net <http://www.liveperformersmeeting.net/>
ok, what's the correct way to update the help-files?
Just edit them and submit somewhere?
cheers, M
On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry ch@chnry.net wrote:
Le 27/12/2011 14:44, Marco Donnarumma a écrit :
Hi Guido, Cyrille,
thanks for bringing the discussion further. Actually Guido, I think I read you on the Pd forum few days ago and checked your patches too, nice work.
As for the documentation. Personally, a great part of my first attempts at working with glsl in Pd were completely mined by the absence of a wrapper object for the glsl compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have [pix_shader] included in GEM. It might sound silly, but as Guido mentioned, getting a shader to work it's a much of a trial-and-error exercise. Thus, in my experience, it took a lot of time to figure out where to look for bugs or problems.
I needed to study glsl (obviously) to start understanding; but I believe that users would benefit from the inclusion of some initial, basic information within the glsl help patches. For example, shader with rectangular textures won't work if you don't switch the [pix_texture] mode adequately. This is not explained anywhere in Pd, and, yes, of course you can getting to it by learning with on-line resources, but it would be far easier to place a [comment] somewhere in the Pd patch. (I don't think it's there already, but please tell me if so.).
this is what the 1st example do explain. at least, i thought it does. maybe it should be a bit more verbose.
Shortly, imho the present glsl help are very complex for a noob because: _there isn't an "official" wrapper, so the loading/compilation process is visible and appears quite confusing.
wow. this is strange for me. I always do a copy/paste. anyway, there is now a _glsl abstraction since i use it for the 14th example. other examples can be update to use it.
_uniforms and how to control them from a Pd patch are not explained
anywhere (within Pd)
this is used (but not explain) in most example. i believed an example is better than text, but it look like i'm wrong.
_basic and clear info about getting a new shader to work in Pd are missing
you just have to imitate the "basic example"...
of course, the whole glsl thing is complex and need further study anyway, but it would be awesome to inform the glsl in GEM with the stuff above.
feel free to update help and examples. i thought it was clear. examples provide the information i wish i had before creating them...
cheers Cyrille
M
On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch@chnry.net mailto: ch@chnry.net> wrote:
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.ziphttp://guidotamino.it/__download/glslBlur.zip< http://guidotamino.it/**download/glslBlur.ziphttp://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://t-pas-net.com/videos/__test_multi_shad.mov><
http://t-pas-net.com/videos/**test_multi_shad.movhttp://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/__fragGLSLtest5.mov><
http://t-pas-net.com/videos/**fragGLSLtest5.movhttp://t-pas-net.com/videos/fragGLSLtest5.mov
http://t-pas-net.com/videos/__**testGLSL_pmpd.flv<http://t-pas-net.com/videos/__testGLSL_pmpd.flv><
http://t-pas-net.com/videos/**testGLSL_pmpd.flvhttp://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<http://001.vade.info/?page_id=__20><
http://001.vade.info/?page_**id=20 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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Portfolio: http://marcodonnarumma.com < http://marcodonnarumma.com/%3E Research: http://res.marcodonnarumma.com < http://res.marcodonnarumma.__**com/ <http://res.marcodonnarumma.**com/http://res.marcodonnarumma.com/>> | http://www.thesaddj.com http://www.thesaddj.com/ | http://www.flxer.net http://www.flxer.net/ Director: http://www.__liveperformersmee**ting.nethttp://liveperformersmeeting.net< http://www.**liveperformersmeeting.nethttp://www.liveperformersmeeting.net> <http://www.__liveperformersme**eting.net/http://liveperformersmeeting.net/< http://www.**liveperformersmeeting.net/http://www.liveperformersmeeting.net/
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-- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK
Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.** com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com < http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>< http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> >
Le 30/12/2011 12:59, Marco Donnarumma a écrit :
ok, what's the correct way to update the help-files?
Just edit them and submit somewhere?
yes. but please use the gem-dev mailing list for discussion about gem development.
Cheers Cyrille
cheers, M
On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry <ch@chnry.net mailto:ch@chnry.net> wrote:
Le 27/12/2011 14:44, Marco Donnarumma a écrit : Hi Guido, Cyrille, thanks for bringing the discussion further. Actually Guido, I think I read you on the Pd forum few days ago and checked your patches too, nice work. As for the documentation. Personally, a great part of my first attempts at working with glsl in Pd were completely mined by the absence of a wrapper object for the glsl compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have [pix_shader] included in GEM. It might sound silly, but as Guido mentioned, getting a shader to work it's a much of a trial-and-error exercise. Thus, in my experience, it took a lot of time to figure out where to look for bugs or problems. I needed to study glsl (obviously) to start understanding; but I believe that users would benefit from the inclusion of some initial, basic information within the glsl help patches. For example, shader with rectangular textures won't work if you don't switch the [pix_texture] mode adequately. This is not explained anywhere in Pd, and, yes, of course you can getting to it by learning with on-line resources, but it would be far easier to place a [comment] somewhere in the Pd patch. (I don't think it's there already, but please tell me if so.). this is what the 1st example do explain. at least, i thought it does. maybe it should be a bit more verbose. Shortly, imho the present glsl help are very complex for a noob because: _there isn't an "official" wrapper, so the loading/compilation process is visible and appears quite confusing. wow. this is strange for me. I always do a copy/paste. anyway, there is now a _glsl abstraction since i use it for the 14th example. other examples can be update to use it. _uniforms and how to control them from a Pd patch are not explained anywhere (within Pd) this is used (but not explain) in most example. i believed an example is better than text, but it look like i'm wrong. _basic and clear info about getting a new shader to work in Pd are missing you just have to imitate the "basic example"... of course, the whole glsl thing is complex and need further study anyway, but it would be awesome to inform the glsl in GEM with the stuff above. feel free to update help and examples. i thought it was clear. examples provide the information i wish i had before creating them... cheers Cyrille M On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch@chnry.net <mailto:ch@chnry.net> <mailto:ch@chnry.net <mailto:ch@chnry.net>>> wrote: 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 <http://guidotamino.it/__download/glslBlur.zip> <http://guidotamino.it/__download/glslBlur.zip <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://t-pas-net.com/videos/__test_multi_shad.mov> <http://t-pas-net.com/videos/__test_multi_shad.mov <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/__fragGLSLtest5.mov> <http://t-pas-net.com/videos/__fragGLSLtest5.mov <http://t-pas-net.com/videos/fragGLSLtest5.mov>> http://t-pas-net.com/videos/____testGLSL_pmpd.flv <http://t-pas-net.com/videos/__testGLSL_pmpd.flv> <http://t-pas-net.com/videos/__testGLSL_pmpd.flv <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 <http://001.vade.info/?page_id=__20> <http://001.vade.info/?page___id=20 <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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.____com/ <http://res.marcodonnarumma.__com/ <http://res.marcodonnarumma.com/>>> | http://www.thesaddj.com <http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.__liveperformersmee__ting.net <http://liveperformersmeeting.net> <http://www.__liveperformersmeeting.net <http://www.liveperformersmeeting.net>> <http://www.__liveperformersme__eting.net/ <http://liveperformersmeeting.net/> <http://www.__liveperformersmeeting.net/ <http://www.liveperformersmeeting.net/>>> ___________________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>>> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/____listinfo/pd-list <http://lists.puredata.info/__listinfo/pd-list> <http://lists.puredata.info/__listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list>> ___________________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>>> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/____listinfo/pd-list <http://lists.puredata.info/__listinfo/pd-list> <http://lists.puredata.info/__listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list>> ___________________________________________________ Pd-list@iem.at <mailto:Pd-list@iem.at> <mailto:Pd-list@iem.at <mailto:Pd-list@iem.at>> mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/____listinfo/pd-list <http://lists.puredata.info/__listinfo/pd-list> <http://lists.puredata.info/__listinfo/pd-list <http://lists.puredata.info/listinfo/pd-list>> -- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.__com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com <http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.__liveperformersmeeting.net <http://www.liveperformersmeeting.net> <http://www.__liveperformersmeeting.net/ <http://www.liveperformersmeeting.net/>>
-- Marco Donnarumma Independent New Media and Sonic Arts Practitioner, Performer, Teacher ACE, Sound Design MSc by Research (ongoing) The University of Edinburgh, UK
Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.com/> | http://www.thesaddj.com <http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.liveperformersmeeting.net <http://www.liveperformersmeeting.net/>
Thanks Cyrille,
Ok, will move on the gem-dev.
M
On Tue, Jan 3, 2012 at 11:31 AM, cyrille henry ch@chnry.net wrote:
Le 30/12/2011 12:59, Marco Donnarumma a écrit :
ok,
what's the correct way to update the help-files?
Just edit them and submit somewhere?
yes. but please use the gem-dev mailing list for discussion about gem development.
Cheers Cyrille
cheers, M
On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry <ch@chnry.net mailto: ch@chnry.net> wrote:
Le 27/12/2011 14:44, Marco Donnarumma a écrit :
Hi Guido, Cyrille, thanks for bringing the discussion further. Actually Guido, I think I read you on the Pd forum few days ago
and checked your patches too, nice work.
As for the documentation. Personally, a great part of my first attempts at working with glsl
in Pd were completely mined by the absence of a wrapper object for the glsl compilation; the lack of a [pix_shader] or [a_shad] for instance. It would be useful to have [pix_shader] included in GEM. It might sound silly, but as Guido mentioned, getting a shader to work it's a much of a trial-and-error exercise. Thus, in my experience, it took a lot of time to figure out where to look for bugs or problems.
I needed to study glsl (obviously) to start understanding; but I
believe that users would benefit from the inclusion of some initial, basic information within the glsl help patches. For example, shader with rectangular textures won't work if you don't switch the [pix_texture] mode adequately. This is not explained anywhere in Pd, and, yes, of course you can getting to it by learning with on-line resources, but it would be far easier to place a [comment] somewhere in the Pd patch. (I don't think it's there already, but please tell me if so.).
this is what the 1st example do explain. at least, i thought it does. maybe it should be a bit more verbose.
Shortly, imho the present glsl help are very complex for a noob
because: _there isn't an "official" wrapper, so the loading/compilation process is visible and appears quite confusing.
wow. this is strange for me. I always do a copy/paste. anyway, there is now a _glsl abstraction since i use it for the 14th example. other examples can be update to use it.
_uniforms and how to control them from a Pd patch are not
explained anywhere (within Pd)
this is used (but not explain) in most example. i believed an example is better than text, but it look like i'm wrong.
_basic and clear info about getting a new shader to work in Pd are
missing
you just have to imitate the "basic example"...
of course, the whole glsl thing is complex and need further study
anyway, but it would be awesome to inform the glsl in GEM with the stuff above.
feel free to update help and examples. i thought it was clear. examples provide the information i wish i had before creating them...
cheers Cyrille
M On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch@chnry.net<mailto:
ch@chnry.net> <mailto:ch@chnry.net mailto:ch@chnry.net>> wrote:
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.ziphttp://guidotamino.it/____download/glslBlur.zip< http://guidotamino.it/__**download/glslBlur.ziphttp://guidotamino.it/__download/glslBlur.zip> <http://guidotamino.it/__**download/glslBlur.ziphttp://guidotamino.it/__download/glslBlur.zip< http://guidotamino.it/**download/glslBlur.ziphttp://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://t-pas-net.com/videos/____test_multi_shad.mov><
http://t-pas-net.com/videos/_**_test_multi_shad.movhttp://t-pas-net.com/videos/__test_multi_shad.mov> <http://t-pas-net.com/videos/_**_test_multi_shad.movhttp://t-pas-net.com/videos/__test_multi_shad.mov< http://t-pas-net.com/videos/**test_multi_shad.movhttp://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/____fragGLSLtest5.mov><
http://t-pas-net.com/videos/_**_fragGLSLtest5.movhttp://t-pas-net.com/videos/__fragGLSLtest5.mov> <http://t-pas-net.com/videos/_**_fragGLSLtest5.movhttp://t-pas-net.com/videos/__fragGLSLtest5.mov< http://t-pas-net.com/videos/**fragGLSLtest5.movhttp://t-pas-net.com/videos/fragGLSLtest5.mov
http://t-pas-net.com/videos/__**__testGLSL_pmpd.flv<http://t-pas-net.com/videos/____testGLSL_pmpd.flv><
http://t-pas-net.com/videos/_**_testGLSL_pmpd.flvhttp://t-pas-net.com/videos/__testGLSL_pmpd.flv> <http://t-pas-net.com/videos/_**_testGLSL_pmpd.flvhttp://t-pas-net.com/videos/__testGLSL_pmpd.flv< http://t-pas-net.com/videos/**testGLSL_pmpd.flvhttp://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<http://001.vade.info/?page_id=____20><
http://001.vade.info/?page_**id=__20 http://001.vade.info/?page_id=__20> <http://001.vade.info/?page___**id=20http://001.vade.info/?page___id=20< http://001.vade.info/?page_**id=20 http://001.vade.info/?page_id=20>>
-- Marco Donnarumma Independent New Media and Sonic Arts Practitioner,
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Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.** com/ <http://res.marcodonnarumma.com/>> | http://www.thesaddj.com < http://www.thesaddj.com/> | http://www.flxer.net <http://www.flxer.net/> Director: http://www.**liveperformersmeeting.net<http://www.liveperformersmeeting.net>< http://www.**liveperformersmeeting.net/<http://www.liveperformersmeeting.net/> >