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    [ANSWERED] Kaleidoscope

    How To... ?
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    • C
      Cris Rodríguez G last edited by mark

      Hello!!

      How Can I do for get a kaleidoscope effect??

      Is ther any pluging??

      Thanks!!

      J 1 Reply Last reply Reply Quote 0
      • dbini
        dbini last edited by

        https://www.shadertoy.com/results?query=kaleidoscope&sort=popular&filter=webcam

        John Collingswood
        taikabox.com
        2019 MBPT 2.6GHZ i7 OSX15.3.2 16GB
        plus an old iMac and assorted Mac Minis for installations

        gapworks 1 Reply Last reply Reply Quote 0
        • gapworks
          gapworks @dbini last edited by

          @dbini 

          I tried all of them, out of being curious. but i get an "error" message on all of them. which is quite common in shader toy for me :(

          Running MBP2017 / Ventura Osx 13.6.7 / 16 GB 2133 MHz LPDDR3 / Intel HD Graphics 630 1536 MB / Latest Isadora Version / www.gapworks.at / located in Vienna Austria

          fubbi mark 2 Replies Last reply Reply Quote 0
          • fubbi
            fubbi @gapworks last edited by

            @gapworks there also a few FFGL ones that costs a little bit money

            http://techlife.sg/FFGLVol001/

            http://www.dvizion.net/portfolio/ffgl-kaleidofx/

            Mac M2 Ultra, 64gb — Berlin

            1 Reply Last reply Reply Quote 0
            • J
              jandraka @Cris Rodríguez G last edited by

              @cris-rodríguez-g

              Hi, 

              I have created with Vuo a simple and fast Kaleidoscope FFGL. Maybe I can help you. My system is MBP 10.15.2

              Best

              javi

              Kaleidoscope.bundle.zip

              MBP M2 Max 32 GB. MacOS 13.7.3 Isadora 3.2.6 - 4.0.7

              1 Reply Last reply Reply Quote 1
              • bonemap
                bonemap Izzy Guru last edited by

                @jandraka said:

                Vuo a simple and fast Kaleidoscope

                 You beat me to it!

                Best wishes

                Russell

                http://bonemap.com | Australia
                Izzy STD 4.2 | USB 3.6 | + Beta
                MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                A range of deployable older Macs

                1 Reply Last reply Reply Quote 1
                • mark
                  mark @gapworks last edited by mark

                  @gapworks said:

                  I tried all of them, out of being curious. but i get an "error" message on all of them. which is quite common in shader toy for me :(

                   Here's one converted from an ISF shader by Vidvox. Has a lot of different paramters. Paste this code into a GLSL Shader and you'll be good to go.

                  Best Wishes,
                  Mark

                  // CREDIT: VIDVOX
                  // CONVERTED FROM ISF
                  //
                  // ISADORA_FLOAT_PARAM(sides, 5e{l, 1, 32, 6, "No help available.")
                  // ISADORA_FLOAT_PARAM(angle, 0s&v, -1, 1, 0, "No help available.")
                  // ISADORA_FLOAT_PARAM(slidex, hH=w, 0, 1, 0, "No help available.")
                  // ISADORA_FLOAT_PARAM(slidey, K$=M, 0, 1, 0, "No help available.")
                  // ISADORA_FLOAT_PARAM(center_x, B%j7, 0, 1, 0, "No help available.")
                  // ISADORA_FLOAT_PARAM(center_y, 5{?+, 0, 1, 0, "No help available.")
                  #define center vec2(center_x,center_y)
                  uniform sampler2D tex0;
                  uniform float sides;
                  uniform float angle;
                  uniform float slidex;
                  uniform float slidey;
                  uniform float center_x;
                  uniform float center_y;
                  uniform vec2 resolution;
                  const float tau = 6.28318530718;
                  void main()
                  {
                      // normalize to the center
                      vec2 loc = resolution * vec2(gl_TexCoord[0].xy[0],gl_TexCoord[0].xy[1]);
                      float r = distance(center*resolution, loc);
                      float a = atan ((loc.y-center.y*resolution.y),(loc.x-center.x*resolution.x));
                      // kaleidoscope
                      a = mod(a, tau/sides);
                      a = abs(a - tau/sides/2.);
                      loc.x = r * cos(a + tau * angle);
                      loc.y = r * sin(a + tau * angle);
                      loc = (center*resolution + loc) / resolution;
                      loc.x = mod(loc.x + slidex, 1.0);
                      loc.y = mod(loc.y + slidey, 1.0);
                      // sample the image
                      if (loc.x < 0.0)    {
                          loc.x = mod(abs(loc.x), 1.0);
                      }
                      if (loc.y < 0.0)    {
                          loc.y = mod(abs(loc.y),1.0);
                      }
                      if (loc.x > 1.0)    {
                          loc.x = mod(abs(1.0-loc.x),1.0);
                      }
                      if(loc.y > 1.0)    {
                          loc.y = mod(abs(1.0-loc.y),1.0);    
                      }
                      gl_FragColor = texture2D(tex0, loc);
                  }

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

                  M 1 Reply Last reply Reply Quote 4
                  • M
                    mclefferson @mark last edited by

                    Thank you @mark I've been looking for a Kaleidoscope Shader for quite some time, this is such a great thing to find in the forum today!!

                    @mark said:

                    // CREDIT: VIDVOX // CONVERTED FROM ISF // // ISADORA_FLOAT_PARAM(sides, 5e{l, 1, 32, 6, "No help available.") // ISADORA_FLOAT_PARAM(angle, 0s&v, -1, 1, 0, "No help available.") // ISADORA_FLOAT_PARAM(slidex, hH=w, 0, 1, 0, "No help available.") // ISADORA_FLOAT_PARAM(slidey, K$=M, 0, 1, 0, "No help available.") // ISADORA_FLOAT_PARAM(center_x, B%j7, 0, 1, 0, "No help available.") // ISADORA_FLOAT_PARAM(center_y, 5{?+, 0, 1, 0, "No help available.") #define center vec2(center_x,center_y) uniform sampler2D tex0; uniform float sides; uniform float angle; uniform float slidex; uniform float slidey; uniform float center_x; uniform float center_y; uniform vec2 resolution; const float tau = 6.28318530718; void main() { // normalize to the center vec2 loc = resolution * vec2(gl_TexCoord[0].xy[0],gl_TexCoord[0].xy[1]); float r = distance(center*resolution, loc); float a = atan ((loc.y-center.y*resolution.y),(loc.x-center.x*resolution.x)); // kaleidoscope a = mod(a, tau/sides); a = abs(a - tau/sides/2.); loc.x = r * cos(a + tau * angle); loc.y = r * sin(a + tau * angle); loc = (center*resolution + loc) / resolution; loc.x = mod(loc.x + slidex, 1.0); loc.y = mod(loc.y + slidey, 1.0); // sample the image if (loc.x < 0.0) { loc.x = mod(abs(loc.x), 1.0); } if (loc.y < 0.0) { loc.y = mod(abs(loc.y),1.0); } if (loc.x > 1.0) { loc.x = mod(abs(1.0-loc.x),1.0); } if(loc.y > 1.0) { loc.y = mod(abs(1.0-loc.y),1.0); } gl_FragColor = texture2D(tex0, loc); }

                     

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