What I can't figure out is how to get the mouse coordinates normalized to the render window, WHEN the composition is setup as an image filter protocol. As far as I can tell, when it's in that format, there is no way to get info from the output window, which apparently is required in order to setup something like the QC mouse patch.
Is there an example composition that shows mouse x/y and left click, interacting with a shader toy node, when it's in image filter format?
I am having a little trouble getting the coordinates normalized to the window as opposed to screen. I'm also not 100% sure that "Mouse Is Pressed" and "Mouse Position" are working inside of the shader toy node as iMouse.z, and iMouse.xy, respectively.
For some reason that was eluding me when I was looking at example comps! I was trying to just hover QC style.
I was using the shader toy node last night, and was noticing that when I click the input port to edit shader text, that the tooltip also seems to get activated. So, I will wind up with the code window there, as well as a giant popover/tooltip that has the entire shader written out.
Is there a way to get that to not happen? Is it a certain way that I'm clicking it, or a behavior that can be altered?
I've been using VUO after awhile of not using it frequently, and have noticed that there being no tool tips when hovering over ports is probably one of my biggest impediments (along with no macros, and no shader editor).
I find it difficult to figure out what example compositions are doing, when they are more complex and you can't monitor what the output values actually look like.
Is there already a feature request for this? I looked a bit and didn't see one, but I think the search term itself is rough for returning a result.