Deffered ShaderToy request
category: code [glöplog]
ShaderToy
http://www.iquilezles.org/apps/shadertoy/
Is it possible to make another ShaderToy which uses 2 passes, first pass 8 texture unit writes A32B32G32R32, second pass uses these textures?
http://www.iquilezles.org/apps/shadertoy/
Is it possible to make another ShaderToy which uses 2 passes, first pass 8 texture unit writes A32B32G32R32, second pass uses these textures?
Yea, a multipass shadertoy would be an obvious next step. I'm all for it :)
Take the javascript, update it and send it back to IQ :)
Are you sure you can write to a A32B32G32R32 rendertarget with GLSL ES?
Just write your own damn framework or use rendermonkey.
Just write your own damn framework or use rendermonkey.
Ideally someone should do a node based shadertoy.
Each shader node would use previous node textures shaders, all that with parameters.
RenderMonkey does that, but not in a nodebased view, just using a tree
Each shader node would use previous node textures shaders, all that with parameters.
RenderMonkey does that, but not in a nodebased view, just using a tree
I agree with rasmus. I hacked some webgl/js code a few weeks ago, it's really cool and fun !
there is the OES_texture_float extension (which I didn't try), that allows rendering doing what we need. i put it in my list of things-to-do
I still have a big problem when I'm using two texture (FBO) in the same shader :(
The first time I'm using it it's ok, but if I want to use a second shader who use two texture as input it doesn't work :(
The first time I'm using it it's ok, but if I want to use a second shader who use two texture as input it doesn't work :(
btw, thank you a lot iq, a learned everything I know about pixelshader with shadertoy!
The extension OES_texture_float doesn't enable rendering to float.
Luckily it seems PC browsers do not forbid rendering to a float texture so we could use it.
Discution on WebGL's mailing list
Luckily it seems PC browsers do not forbid rendering to a float texture so we could use it.
Discution on WebGL's mailing list
Well, leo got exactly what he asked for! He asked for a deferred shadertoy request, and iq has deferred the request :)
Thanks Xetick, did not know about Plane9.
vvvv, Quartz Composer and Houdini are good examples of node based programs.
1- It's possible to create new nodes in the tool using different programming languages (Javacript,GLSL, etc)
2- It's possible to group nodes
3- It's possible to create nodes that act like a plugin to the destination node, like in C pointers to functions.
A list of node-based list of programs (last update in 2009) http://opcoders.com/articles_about_graphics/compare_products.html
vvvv, Quartz Composer and Houdini are good examples of node based programs.
1- It's possible to create new nodes in the tool using different programming languages (Javacript,GLSL, etc)
2- It's possible to group nodes
3- It's possible to create nodes that act like a plugin to the destination node, like in C pointers to functions.
A list of node-based list of programs (last update in 2009) http://opcoders.com/articles_about_graphics/compare_products.html
"added on the 2011-07-20 08:47:14 by las
las
Ideally someone should do a node based shadertoy.
Each shader node would use previous node textures shaders, all that with parameters.
RenderMonkey does that, but not in a nodebased view, just using a tree "
...In response to this (and as PauloFalcao goes int), QuartzComposer can run all of the ShaderToy examples inside of it's GLSL node. One can directly render this, render the image outputs to a framebuffer to do more processing, etc. One can also expose some other ways of interacting with the shaders, pretty quickly (multitouch, artnet, whatever...). QC can also do deferred rendering, though I've never seen someone post a demo of this in public, I do have a demo using QC's built in functions, and a "plugin" that streamlines that function.
las
Ideally someone should do a node based shadertoy.
Each shader node would use previous node textures shaders, all that with parameters.
RenderMonkey does that, but not in a nodebased view, just using a tree "
...In response to this (and as PauloFalcao goes int), QuartzComposer can run all of the ShaderToy examples inside of it's GLSL node. One can directly render this, render the image outputs to a framebuffer to do more processing, etc. One can also expose some other ways of interacting with the shaders, pretty quickly (multitouch, artnet, whatever...). QC can also do deferred rendering, though I've never seen someone post a demo of this in public, I do have a demo using QC's built in functions, and a "plugin" that streamlines that function.
I just found this one:
http://xwize.ukdemoscene.org/rr/rr.html (multipass tool)
http://xwize.ukdemoscene.org/rr/rr.html (multipass tool)