Created
July 14, 2014 15:37
-
-
Save ishikawash/4ca582baede2cf76a144 to your computer and use it in GitHub Desktop.
Basic shader demo with Processing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
PShader sh; | |
PShader f; | |
PShape square; | |
PGraphics canvas; | |
void setup() { | |
size(640, 480, P3D); | |
canvas = createGraphics(width, height, P3D); | |
canvas.noStroke(); | |
canvas.noLights(); | |
square = createShape(RECT, 0, 0, width, height); | |
square.setFill(color(0, 0, 0)); | |
square.setStroke(false); | |
ortho(0, width, 0, height); | |
sh = loadShader("scene.fs", "scene.vs"); | |
sh.set("resolution", float(width), float(height)); | |
sh.set("origin", 0.0, 0.0); | |
f = loadShader("filter.fs"); | |
} | |
void draw() { | |
sh.set("radius", map(cos(millis()/1000.0), -1.0, 1.0, 0.001, 0.1)); | |
shader(sh); | |
// Rendering scene to offscreen buffer | |
canvas.beginDraw(); | |
canvas.shape(square, 0, 0); | |
canvas.endDraw(); | |
// Applying post process | |
image(canvas, 0, 0, width, height); | |
filter(f); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 120 | |
uniform sampler2D texture; | |
uniform vec2 texOffset; | |
varying vec4 vertColor; | |
varying vec4 vertTexCoord; | |
void main(void) | |
{ | |
vec4 pixel = texture2D(texture, vertTexCoord.xy); | |
gl_FragColor = vec4(vec3(1.0) - pixel.rgb, 1.0); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 120 | |
uniform vec2 resolution; | |
uniform vec2 origin; | |
uniform float radius; | |
void main(void) | |
{ | |
float aspect = resolution.y/resolution.x; | |
vec2 p = 2.0*gl_FragCoord.xy/resolution - 1.0; | |
p.y *= aspect; | |
vec3 c = radius/(length(p - origin))*vec3(1.0); | |
gl_FragColor = vec4(c, 1.0); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 120 | |
uniform mat4 transform; | |
attribute vec4 vertex; | |
void main(void) | |
{ | |
gl_Position = transform * vertex; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment