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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 4.x, Windows 11 Dell XPS 17 5010 or my MacBook Pro M3 Max (Tahoe)
            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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