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    Guru Session #11: GLSL Shaders (Wed Apr 29th, 6pm CEST/5pm GMT/12pm EDT/9am PDT)

    Events
    glsl glsl shader guru-sessions tutorials isf
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    • L
      Light FX UK @mark last edited by Light FX UK

      @mark thankyou will delete that folder and try again.....EDIT....it worked a dream.....massive thumbs up!

      mark 1 Reply Last reply Reply Quote 0
      • mark
        mark @Light FX UK last edited by

        @light-fx-uk said:

        massive thumbs up!

        Thank you for letting me know. I will make the instructions clearer.

        Best Wishes,
        Mark

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

        1 Reply Last reply Reply Quote 0
        • Astrid
          Astrid @Juriaan last edited by

          @juriaan, 
          sorry for the super late reply;
          here's my code for one of the tries




          uniform float noise_level;
          // ISADORA_FLOAT_PARAM (noise_level, noil, 0.0, 1.0, 0.5, "dit is de text  die helpt");
          uniform float dark_factor;
          // ISADORA_FLOAT_PARAM (dark_factor, dkfa, 0.0, 1.0, 0.5, "dit is wat het doet"); // #define NOISE_LEVEL 0.25
          // #define DARKEN_FACTOR 0.125 #define DENOMINATOR vec2(213, 5.53)
          #define NEG_X vec2(-1.0, 1.0)
          #define NEG_Y vec2(1.0, -1.0) #define GLITCH_OFFSET_1 vec2(32.05, 236.0)
          #define GLITCH_OFFSET_2 vec2(-62.05, -36.0) float rand(vec2 co)
          {
          return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
          } void mainImage(out vec4 fragColor, in vec2 fragCoord)
          {
          vec2 uv = fragCoord.xy / iResolution.xy;
              
              // Scanline desync
          if (mod(iTime, 2.0) > 1.9)
          uv.x += cos(iTime * 10.0 + uv.y * 1000.0) * 0.01;
              
              // Pixelate glitch 1
              if (mod(iTime, 4.0) > 3.0)
          uv = floor(uv * 32.0) / 32.0;     // Pixelate glitch 2
          if (mod(iTime, 5.0) > 3.75)
              uv += 1.0 / 64.0 * (2.0 * vec2(
                      rand(floor(uv * 32.0) + GLITCH_OFFSET_1),
                      rand(floor(uv.y * 32.0) + GLITCH_OFFSET_2)) - 1.0); fragColor = texture(iChannel0, uv);
              fragColor.rgb
                  += noise_level
                  * vec3(rand(iTime + fragCoord / DENOMINATOR * NEG_X),
                         rand(iTime - fragCoord / DENOMINATOR * NEG_Y),
                         rand(iTime + fragCoord / DENOMINATOR))
                  - dark_factor;
                  
               

          }

          Astrid

          mostly on:
          MacBook Pro (15-inch, 2018)
          2,2GHz 6- Core i7
          16 GB 2400 MHZ DDR4
          Radeon Pro 555X 4 GB
          Intel UHD Graphics 630 1536 MB

          Juriaan 1 Reply Last reply Reply Quote 0
          • Juriaan
            Juriaan Tech Staff @Astrid last edited by

            @astrid

            Remove the space between ISADORA_FLOAT_PARAM and (

            So the second one ;) The first one is your example


            // ISADORA_FLOAT_PARAM (noise_level, noil, 0.0, 1.0, 0.5, "This is the text that helps");
            // ISADORA_FLOAT_PARAM(noise_level, noil, 0.0, 1.0, 0.5, "This is the text that helps");

            Isadora 3.1.1, Dell XPS 17 9710, Windows 10
            Interactive Performance Designer, Freelance Artist, Scenographer, Lighting Designer, TroikaTronix Community moderator
            Always in for chatting about interaction in space / performance design. Drop me an email at hello@juriaan.me

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