Integrate Aras P's GLSL Optimizer / Metal translator library

https://github.com/aras-p/glsl-optimizer

This library is able to optimise GLSL code on the CPU, into better GLSL or even Metal Shaders. Could be very useful to get the most power out of Vuo & possibly in any new dedicated Shader Node.

Component: 

Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo CE and Vuo Pro

Complexity: 

●●○○ — A few weeks of work

Potential: 

●○○ — Appeals to current community

mxfx_SphereDisplace_04

mxfx_SphereDisplace_04_vdmx1

mxfx_SphereDisplace_04 takes incoming image and Extrudes a Sphere using the image's Luminance values.

Vuo FX plugin for use in VDMX and Coge. Includes Published ports to map control data from host App. Ports include:

Distance (Controls Distance of Extrusion)

posX (X Position of Sphere)

posY (Y Position of Sphere)

posZ (Z Position of Sphere)

rotX (X Rotation of Sphere)

rotY (Y Rotation of Sphere)

rotZ (Z Rotation of Sphere)

scaleX (X Scale of Sphere)

scaleY (Y Scale of Sphere)

Composition and supporting files: 

Glow

Hey guys,

As discussed here : Link here is a feature request for glow. It's when I look at Maria Grønlund's work that I realize how important Glow can be.

It could for example be an "Add Glow to 3D object" node. We could input an object and specify the glow color and its width. However, I don't know if it would be better to have an unique color for the whole object or to be able to use the colors of the object itself to glow, allowing to reflect the different colors different parts of the object could have. That's perhaps more something like Blur with more light.

PS: This would perhaps be great for Layers too.

Here below is an example of Maria Grønlund's work on Behance. Her entire Work can be seen here : Maria Grønlund

alt text

Image Credit : Maria Grønlund

Component: 

Tags: 

Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo CE and Vuo Pro

Complexity: 

●●○○ — A few weeks of work

Ability to edit GLSL shader code in Vuo Editor

.

QC equivalent: 

"GLSL Shader" patch

Component: 

Notes from Team Vuo

Vuo Pro: 

No — available with both Vuo CE and Vuo Pro

Complexity: 

●●●○ — A few months of work

Potential: 

●○○ — Appeals to current community

Implemented in Vuo version: 

Plan for how you'd create a GLSL shader node:

  • File > New Node > GLSL, with the options below. This will add a new node to the Node Library. The node is populated with some initial GLSL code, based on the option chosen.
    • Image Filter — write fragment shader, input VuoImage (and optionally other uniforms), output filtered VuoImage
    • Image Generator — write fragment shader, input width/height (and optionally uniforms), output VuoImage
    • 3D Object Renderer — write fragment shader (and optionally vertex and geometry shaders), optionally input uniforms, output VuoShader
    • 3D Object Filter — write vertex shader (and optionally geometry shader), input VuoSceneObject (and optionally uniforms), output VuoSceneObject
  • Right-click on the node in the Node Library and choose a menu option, or double-click on the node on the canvas, to edit the GLSL code. This opens a GLSL code editor within Vuo.
  • Write your shader code in the code editor. The code will be in Vuo's extended version of VIDVOX's Interactive Shader Format (ISF). You'll be able to add input ports and use them as uniforms in the GLSL code.
  • If the shader code has errors, the lines of code will be marked and the details will appear in a panel below the code editor.

The node implementation will consist of text files, so as an alternative to Vuo's built-in code editor, you could use the code editor of your choice. (You just wouldn't get the inline error reporting.)

As a bonus, the ability to turn shader files into nodes and edit them in Vuo Editor is a step toward Edit node C code in the Vuo Editor have it do all the QT wrangling for the node.

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