Shaders I want to write

Hi,
I’m looking to adapt this code to ISF format but I don’t know if it’s possible.
It’s using Perlin Noise.
Idea someone ?

(edit: as I corrected the code I think it’s not possible to convert it in ISF, shame)

TerrainGenerator.fs.zip (1.3 KB)

Hm, yeah I think this was originally written in Processing, not GLSL?

yes exactly !

https://github.com/CodingTrain/website/tree/master/CodingChallenges/CC_011_PerlinNoiseTerrain

On my to do list for a while has been a “Rorschach Test” splotch generator… here is my first pass, https://www.interactiveshaderformat.com/sketches/3802
(this is based on keijiro’s blood splatter shader)

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Oh wow, need to make this as a shader,

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Oh yeah, gotta check out these fire shaders.

A lot of great ideas here…
https://bavc.github.io/avaa/artifacts/image_lag.html

Did a first pass on making a “Comet Tails” filter…

Obviously need to get started on some new black hole shaders…

And someone sent me this great TV signal glitch the other day that I forgot to post here.

Not exactly like the original but inspired by this… https://twitter.com/stefstivala/status/1026355414995103744

I’ve made this regional zoom FX…
https://www.interactiveshaderformat.com/sketches/4285

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What are the ISF possibilities for creating a Cracked Glass effect?
eg

or like the old NVEIL tool which used SVG files to displace video? (+scaling, rotating the source)

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TRANSITIONS!
Are there any possibilities for customising Transitions with ISF?
Had fun with that and Quartz Composer… wondering what can be done with ISF + transitions?

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Cracked glass might be possible with ISF, but also note you can use FFGL plugins in VDMX as well ;)

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The ISF spec covers transitions, but we actually don’t use them in VDMX yet… maybe in the future now that QC is deprecated. Our biggest issue on this front is that we really shouldn’t allow for multi-pass shaders for composition for performance reasons… but we may go for it anyway.
(Note that VDMX does already support a highly optimized, very basic GLSL composition mode format that pre-dates ISF)

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A colleague and I are trying to work out how to best reproduce a starburst photo-filter effect, and would really appreciate some help.
starburst-filter
More details in this doc (comments enabled.) https://docs.google.com/document/d/1b5w25XEhJWFp4KUpDoxQhH7C3HMznzyIeZIErW-5XM0/edit?usp=sharing

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Here’s a suggestion that would help the Motion Heat Map shader respond more to larger motions:

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And here’s another idea: A sparkler effect would be amazing for some camera views - especially if driven by the output of motion detection, e.g. Motion Heat Map.fs.

Perhaps the basic effect would add sparkles to the brightest n pixels? More ideas in this doc:

Ooooo those are some nice ones, might have to take a swing at them.

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The apple keynote (which I opened today for the first time in many years) has very cool animations. For example, this is the effect of trace. Interesting. Maybe there is some possibility to convert them to ISF? Inside the application there are .frag and .vert files
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in keynote, this effect can only be applied to shapes and text, and the inserted image cannot be applied

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I noticed that the following sparkle shader is is much easier on the GPU than the others I list: https://www.shadertoy.com/view/4lS3Rh.

Here’s another idea - a ‘Snapshot’ Shader. I believe this is simple to implement. Anyone care to comment?

This shader would generate no output (100% Alpha) until a button is pressed, at which point the current frame is displayed and retained for a short period of time as it fades back to the no output state.

While a useful effect on its own if triggered by a drum pad, or perhaps on detected beats, it could also be used to generate brief, timed responses from other shaders that run perpetually, such as zooming feedback.

A few more details are in this doc:

Thanks

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