<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[ANSWERED] ISF shaders to GLSL isadora]]></title><description><![CDATA[<p>Hi,</p>
<p>very sorry but I've try to convert ISF shaders to GLSL isadora with the instructions (<a href="https://community.troikatronix.com/topic/6652/step-by-step-instructions-convert-isf-shaders-to-isadora-glsl">https://community.troikatronix...</a>) but don't work.</p>
<p>The error message is : "Cannot Process Files with multiple PASSES: /Users/dondiego/Documents/isadora/ISF2GLSL/hsf.fs"<br /></p>
<p>I would like translate this : </p>
<pre>
/*
{
"CATEGORIES" : [
"XXX"
],
"CREDIT": "",
"ISFVSN" : "2",
"INPUTS" : [
{
"NAME" : "width",
"TYPE" : "float",
"DEFAULT" : 0.25
},
{
"NAME" : "offset",
"TYPE" : "point2D",
"DEFAULT" : [
0,
0
],
"MIN" : [
0,
0
],
"MAX" : [
1,
1
]
},
{
"NAME" : "color1",
"TYPE" : "color",
"DEFAULT" : [
1,
1,
1,
1
]
},
{
"NAME" : "color2",
"TYPE" : "color",
"DEFAULT" : [
0,
0,
0,
1
]
},
{
"NAME" : "splitPos",
"TYPE" : "point2D",
"MAX" : [
1,
1
],
"DEFAULT" : [
0.5,
0.5
],
"MIN" : [
0,
0
]
}
]
}
*/
void main() {
//    determine if we are on an even or odd line
//    math goes like..
//    mod(((coord+offset) / width),2)
vec4        out_color = color2;
float        size = width * RENDERSIZE.x;
if (size == 0.0)    {
out_color = color1;
}
else if ((mod(((gl_FragCoord.x+(offset.x*RENDERSIZE.x)) / size),2.0) &lt; 2.0 * splitPos.x)&amp;&amp;(mod(((gl_FragCoord.y+(offset.y*RENDERSIZE.y)) / size),2.0) &gt; 2.0 * splitPos.y))    {
out_color = color1;
}
else if ((mod(((gl_FragCoord.x+(offset.x*RENDERSIZE.x)) / size),2.0) &gt; 2.0 * splitPos.x)&amp;&amp;(mod(((gl_FragCoord.y+(offset.y*RENDERSIZE.y)) / size),2.0) &lt; 2.0 * splitPos.y))    {
out_color = color1;
}
gl_FragColor = out_color;
}
</pre>
<p>Thanks for your help</p>
<p>Best</p>
<p>J<br /></p>]]></description><link>https://community.troikatronix.com/topic/8429/answered-isf-shaders-to-glsl-isadora</link><generator>RSS for Node</generator><lastBuildDate>Mon, 15 Jun 2026 08:23:33 GMT</lastBuildDate><atom:link href="https://community.troikatronix.com/topic/8429.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 25 May 2023 16:19:54 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [ANSWERED] ISF shaders to GLSL isadora on Sun, 28 May 2023 09:27:27 GMT]]></title><description><![CDATA[<p>Thanks !</p><p>I will try !</p><p>best<br /></p>]]></description><link>https://community.troikatronix.com/post/51575</link><guid isPermaLink="true">https://community.troikatronix.com/post/51575</guid><dc:creator><![CDATA[dondiego]]></dc:creator><pubDate>Sun, 28 May 2023 09:27:27 GMT</pubDate></item><item><title><![CDATA[Reply to [ANSWERED] ISF shaders to GLSL isadora on Sat, 27 May 2023 16:29:03 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/1435">@woland</a> </p><p>nice find. I didn't search with the hyphen.</p><p>So yes, that is indeed the post I mentioned. The example file Mark posted shows how each buffer can be used in individual glsl shader actors and chained together.</p>]]></description><link>https://community.troikatronix.com/post/51573</link><guid isPermaLink="true">https://community.troikatronix.com/post/51573</guid><dc:creator><![CDATA[DusX]]></dc:creator><pubDate>Sat, 27 May 2023 16:29:03 GMT</pubDate></item><item><title><![CDATA[Reply to [ANSWERED] ISF shaders to GLSL isadora on Fri, 26 May 2023 14:31:59 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/3767">@dondiego</a></p><p>I searched the forum for "multi-pass".</p><p>This might be the post that <a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/124">@DusX</a> was remembering: <a href="https://community.troikatronix.com/topic/3618/logged-multi-pass-shaders/9?_=1685111395417" target="_blank">https://community.troikatronix.com/topic/3618/logged-multi-pass-shaders/9?_=1685111395417</a></p>]]></description><link>https://community.troikatronix.com/post/51569</link><guid isPermaLink="true">https://community.troikatronix.com/post/51569</guid><dc:creator><![CDATA[Woland]]></dc:creator><pubDate>Fri, 26 May 2023 14:31:59 GMT</pubDate></item><item><title><![CDATA[Reply to [ANSWERED] ISF shaders to GLSL isadora on Fri, 26 May 2023 07:56:44 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/124">@dusx</a> Thanks</p><p>OK. What a pity. Not being a magician, I would very much like to find this example in the forum, or is a tutorial available?</p><p>Thanks</p><p>best</p><p>J</p>]]></description><link>https://community.troikatronix.com/post/51566</link><guid isPermaLink="true">https://community.troikatronix.com/post/51566</guid><dc:creator><![CDATA[dondiego]]></dc:creator><pubDate>Fri, 26 May 2023 07:56:44 GMT</pubDate></item><item><title><![CDATA[Reply to [ANSWERED] ISF shaders to GLSL isadora on Thu, 25 May 2023 20:16:56 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="https://community.troikatronix.com/uid/3767">@dondiego</a> Isadora's GLSL support doesn't allow for multi-pass shaders. So any from ShaderToy (with the filter multipass: <a href="https://www.shadertoy.com/results?filter=multipass">https://www.shadertoy.com/resu...</a>) will not work without doing some Isadora magic (breaking the shader into discrete shaders that can be fed into each other. An example exists in the forum, but I can't locate it currently )</p>]]></description><link>https://community.troikatronix.com/post/51564</link><guid isPermaLink="true">https://community.troikatronix.com/post/51564</guid><dc:creator><![CDATA[DusX]]></dc:creator><pubDate>Thu, 25 May 2023 20:16:56 GMT</pubDate></item></channel></rss>