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    How to determine GPU with Alpha-Channel?

    How To... ?
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    • DusX
      DusX Tech Staff last edited by

      I can't think of any prebuilt actors that can offer you this feature.

      The only thought I have, is that a GLSL shader could be used to strip away the RGB video values, and leave only the Alpha.
      Then the 'calc brightness' actor could be used to determine if there are alpha values, and how much.
      I haven't seen a shader that does this, although I would think this would be a rather simple shader.

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      • Mikhail
        Mikhail last edited by

        Thanks, DusX !

        As I've understand, you suggest to use Shader to calculate Alpha-brightness? Good idea!
        I'll try this and post here if it will be successful.
        Do you mean Isadora doesnt have any build-in actors to isolate alpha-channel? 

        Win7, i7(SkyWell), 16GB RAM, SSD, nvidia GTX 1070, Isadora 2.5

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        • DusX
          DusX Tech Staff last edited by

          @Mikhail

          Exactly. There are no built-in actors to isolate alpha (correct me please if I am wrong).
          A Shader may be a good option for adding this feature.
          Since shaders are expected to output video, simply output the alpha as a black and white video, then use the 'calc brightness' actor to give you a numerical reading.
          Please let me know if you succeed...

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          • mark
            mark last edited by

            Dear @Mikhail + All,

            Good idea Ryan. Here's the shader code to strip out RGB and give you only alpha. Then you could use the CalcBrightness actor after the GLSL Shader actor. If the brightness ever goes below 100, then there is alpha.
            Best Wishes,
            Mark

            uniform float time;

            uniform vec2 mouse;

            uniform vec2 resolution;

            uniform sampler2D tex0;

            void main(void) {

            vec4 c0 = texture2D(tex0, gl_TexCoord[0].xy);

            gl_FragColor = vec4(1.0, c0.a, c0.a, c0.a);

            }

            Media Artist & Creator of Isadora
            Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

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            • jhoepffner
              jhoepffner last edited by

              @ mark @Mikhail

              If a you want a B&W representation of alpha layer (not red and white), the code is this one (c0.a also in red layer)

              uniform float time;

              uniform vec2 mouse;

              uniform vec2 resolution;

              uniform sampler2D tex0;

              void main(void) {

              vec4 c0 = texture2D(tex0, gl_TexCoord[0].xy);

              gl_FragColor = vec4(c0.a, c0.a, c0.a, c0.a);

              }

              Best wishes,

              Jacques

              Jacques Hoepffner http://hoepffner.info
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              • DusX
                DusX Tech Staff last edited by

                @mark @jhoepffner

                Thanks!! I can make use of this as well.  :)

                Does this warrant a KB article?

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                • mark
                  mark last edited by

                  @jhoepffner - Mine made black and white? It was just not transparent. Yes? (Slightly confused by your addition and the mention of red.)

                  Media Artist & Creator of Isadora
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                  • jhoepffner
                    jhoepffner last edited by

                    @mark

                    When I use yours on film with alpha mask, the mask is in red (not in black).
                    Because you wright "gl_FragColor = vec4(1.0, c0.a, c0.a, c0.a);" with 1.0 in red value
                    The value of the alpha mask is not important now, because you dont use it anymore so you can write "gl_FragColor = vec4(c0.a, c0.a, c0.a, c0.a);" or "gl_FragColor = vec4(c0.a, c0.a, c0.a, 0.0);"
                    I join a patch with the result with your proposition and my correction
                    All the best,
                    Jacques

                    1fbc29-markproposition.jpg 8f9419-jacquesproposition.jpg b38e88-testalpha02.izz

                    Jacques Hoepffner http://hoepffner.info
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                    • DusX
                      DusX Tech Staff last edited by

                      I just got to testing this method today.. and its perfect!

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                      • Mikhail
                        Mikhail last edited by

                        To : [DusX](http://troikatronix.com/troikatronixforum/profile/149/DusX) , [jhoepffner](http://troikatronix.com/troikatronixforum/profile/15/jhoepffner) , [mark](http://troikatronix.com/troikatronixforum/profile/2/mark) , Wow! Thanks Guys! You're cool!
                        A lot of thanks! I try to use this shader also in my patch.

                        Win7, i7(SkyWell), 16GB RAM, SSD, nvidia GTX 1070, Isadora 2.5

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