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Added OSC communication (Duration & karmaSoundAnalyser), a PureData s…
…ound analyser, some new effects, a new scene setup with new ressources, + lots of overall improvements.
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#version 120 | ||
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#ifdef GL_ES | ||
precision highp float; | ||
#endif | ||
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// this is how we receive the texture | ||
uniform sampler2DRect tex0; | ||
uniform vec2 imageResolution; | ||
uniform vec2 canvasResolution; | ||
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varying vec2 varyingtexcoord; | ||
//varying vec4 outputColor; | ||
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void main() | ||
{ | ||
//vec2 innerPos = | ||
//gl_FragCoord = coordinates of current pixel | ||
//gl_FragColor = vec4(varyingtexcoord.x,0,0,1); | ||
//gl_FragColor = texture2DRect(tex0, gl_FragCoord.xy);//gl_TexCoord[0].st);//varyingtexcoord); | ||
gl_FragColor = texture2DRect(tex0, gl_FragCoord.xy); | ||
} |
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#version 120 | ||
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// these are for the programmable pipeline system and are passed in | ||
// by default from OpenFrameworks | ||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
uniform mat4 textureMatrix; | ||
uniform mat4 modelViewProjectionMatrix; | ||
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attribute vec4 position; | ||
attribute vec4 color; | ||
attribute vec4 normal; | ||
attribute vec2 texcoord; | ||
// this is the end of the default functionality | ||
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// this is something we're creating for this shader | ||
varying vec2 varyingtexcoord; | ||
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// this is coming from our C++ code | ||
uniform float mouseX; | ||
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void main() | ||
{ | ||
// vec4 pos = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; | ||
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// here we move the texture coordinates | ||
varyingtexcoord = texcoord;//vec2(gl_MultiTexCoord0.x, gl_MultiTexCoord0.y); | ||
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// send the vertices to the fragment shader | ||
//gl_Position = modelViewProjectionMatrix * position; | ||
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; | ||
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gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_Position = ftransform(); | ||
} |
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#version 150 | ||
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#ifdef GL_ES | ||
precision highp float; | ||
#endif | ||
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// incoming variables | ||
// no need to declare these, use this as a list | ||
layout(origin_upper_left) in vec4 gl_FragCoord;// <-- pixel position (layout fixes inverted y) | ||
// in bool gl_FrontFacing; | ||
// in vec2 gl_PointCoord;// <-- position of the vertex that created this pixel | ||
// in float gl_FragDepth;// <-- gl_FragCoord.z, if DEPTH enabled | ||
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// these are our textures from OF | ||
uniform sampler2DRect tex0; | ||
uniform vec2 tex0Resolution; // w,h | ||
uniform vec2 fboCanvas; // w,h | ||
uniform vec4 shapeBoundingBox; // x,y,w,h | ||
uniform int fitMode; // 0=fit to screen, 1=fit-to-shape, 2=crop-to-shape | ||
uniform float opacity; | ||
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// this comes from the vertex shader | ||
in vec2 texCoordVarying; | ||
in vec4 texColor; | ||
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// this is the output of the fragment shader | ||
out vec4 outputColor; | ||
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void main(){ | ||
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// get rgb from tex0 | ||
vec2 pos; | ||
if(fitMode==1) pos = ((gl_FragCoord.xy-shapeBoundingBox.xy) / floor(shapeBoundingBox.zw) ) * tex0Resolution; // fit tex to shape | ||
else pos = ( (gl_FragCoord.xy-shapeBoundingBox.xy) / shapeBoundingBox.zw) * tex0Resolution; // fit tex to screen | ||
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outputColor = vec4(texture(tex0, pos).rgb, texColor.a*opacity); | ||
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//outputColor = vec4(offset.x, offset.y,0,1); | ||
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} |
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#version 150 | ||
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// reference (GLSL, but still useful) | ||
// https://www.opengl.org/wiki/Built-in_Variable_%28GLSL%29 | ||
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// these are for the programmable pipeline system and are passed in | ||
// by default from OpenFrameworks | ||
uniform mat4 orientationMatrix; | ||
uniform mat4 modelViewMatrix; | ||
uniform mat4 projectionMatrix; | ||
uniform mat4 textureMatrix; | ||
uniform mat4 modelViewProjectionMatrix; | ||
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// build-in incoming variables | ||
//in int gl_VertexID;// <-- vertex index | ||
//in int gl_InstanceID;// <-- not always set | ||
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// build-in variables you can alter | ||
//vec4 gl_Position;// <-- vertex position | ||
//float gl_PointSize;// <-- size/width (px) of current vertex | ||
//float gl_ClipDistance[];// <-- clipping stuf | ||
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// from of-bound textures | ||
in vec4 position; | ||
in vec2 texcoord; | ||
in vec4 color; | ||
in vec4 normal; | ||
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// texture coordinates are sent to fragment shader | ||
out vec2 texCoordVarying; | ||
out vec4 texColor; | ||
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void main() | ||
{ | ||
// build-in input variables | ||
// gl_VertexID | ||
// gl_InstanceID | ||
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// Output variables | ||
// gl_PointSize | ||
// gl_Position | ||
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texColor = color; | ||
texCoordVarying = texcoord; | ||
gl_Position = modelViewProjectionMatrix * position; | ||
} |
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#version 150 | ||
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#ifdef GL_ES | ||
precision highp float; | ||
#endif | ||
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// incoming variables | ||
// no need to declare these, use this as a list | ||
layout(pixel_center_integer) in vec4 gl_FragCoord;// <-- pixel position | ||
// in bool gl_FrontFacing; | ||
// in vec2 gl_PointCoord;// <-- position of the vertex that created this pixel | ||
// in float gl_FragDepth;// <-- gl_FragCoord.z, if DEPTH enabled | ||
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// these are our textures from OF | ||
uniform float alphaMultiplier; | ||
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// this is the output of the vertex shader | ||
in vec4 myColor; | ||
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out vec4 outputColor; | ||
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void main(){ | ||
//outputColor.a *= 0.1f; | ||
//outputColor = vec4(1,0,0,0.99f); | ||
//outputColor = vec4(myColor.r, myColor.g, myColor.b, 0); | ||
outputColor = vec4(0,1,0,1); | ||
//outputColor = ve4(1,0,0,1); | ||
} |
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#version 150 | ||
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uniform mat4 modelViewProjectionMatrix; | ||
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in vec4 position; | ||
in vec4 color; | ||
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out vec4 myColor; | ||
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void main(void) { | ||
myColor = color; | ||
gl_Position = modelViewProjectionMatrix * position; | ||
} |
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#version 330 | ||
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#ifdef GL_ES | ||
precision highp float; | ||
#endif | ||
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uniform sampler2DRect tex0; // video layer | ||
uniform vec2 resolution; | ||
uniform vec2 textureResolution; | ||
uniform vec2 shapeCenterOffset; | ||
uniform float textureScale; | ||
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in vec2 vertexTexCoord; | ||
in vec4 gl_FragCoord; | ||
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out vec4 outputColor; | ||
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void main() | ||
{ | ||
//outputColor = vec4( texture(tex0, gl_FragCoord.xy/resolution.xy ).rgb, 1); | ||
outputColor = vec4( texture(tex0, mod( (vertexTexCoord-shapeCenterOffset)/resolution*textureResolution*textureScale, textureResolution) ).rgb, 1);//outputColor.a); | ||
//outputColor.r += 0.15f; // debugging | ||
} |
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#version 330 | ||
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uniform mat4 modelViewProjectionMatrix; // This is provide by openFrameworks | ||
in vec2 texcoord; // This is provide by openFrameworks | ||
in vec4 position; | ||
out vec2 vertexTexCoord; | ||
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void main() | ||
{ | ||
// Absolute window position: gl_FragCoord.x / windowWidth | ||
//gl_Position.xy;// | ||
vertexTexCoord = position.xy; | ||
gl_Position = modelViewProjectionMatrix * position; | ||
} |
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