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		<title>Cycling 74  &#187;  Topic: first shader</title>
		<atom:link href="http://cycling74.com/forums/topic/first-shader/feed" rel="self" type="application/rss+xml" />
		<link>http://cycling74.com/forums/topic/first-shader/feed</link>
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		<pubDate>Wed, 19 Jun 2013 14:58:56 +0000</pubDate>
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				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-34525</guid>
					<title><![CDATA[first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-34525</link>
					<pubDate>Thu, 08 Nov 2007 17:07:54 +0000</pubDate>
					<dc:creator>marius.schebella</dc:creator>

					<description>
						<![CDATA[
						<p>hey,<br />
I just subscribed to the jitter list, trying to test a shader but <br />
something is wrong. I hope it is ok, if I just paste it.<br />
I have to say that this is my first shader, so it could be some very <br />
basic problem with bindings or jitter communication.<br />
anyway, when I try to load the shader I get:<br />
setting GLSL param: GL Error: Invalid operation<br />
thanks for help,<br />
marius.</p>
<p>&#8212;&#8212;&#8212;<br />
<jittershader name="set-alpha"><br />
	<description>Shader to set alpha related to color thresholds</description></jittershader></p>
<param name="image" type="float" default="0" />
<param name="hithresh" type="vec4" default="0.0 0.0 0.0 0.0" />
<param name="lothresh" type="vec4" default="0.0 0.0 0.0 0.0" />
<param name="pass_other" type="vec2" default="0.0 1.0" />
	<language name="glsl" version="1.0"><br />
		<bind param="image" program="fp"></bind><br />
		<bind param="hithresh" program="fp"></bind><br />
		<bind param="lothresh" program="fp"></bind><br />
		<bind param="pass_other" program="fp"></bind>
<p>
<program name="vp" type="vertex">
< ![CDATA[<br />
// VERTEX SHAADER</program></p>
<p>varying vec2 texcoord;</p>
<p>void main (void)<br />
{<br />
     gl_Position = ftransform();<br />
     texcoord    = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);<br />
}<br />
]]>		
	</p>
<p>
<program name="fp" type="fragment">
< ![CDATA[<br />
// FRAGMENT SHADER</program></p>
<p>varying vec2 texcoord;<br />
uniform sampler2DRect image;</p>
<p>uniform vec4 hithresh;    // hi and lo threshold<br />
uniform vec4 lothresh;<br />
uniform vec2 pass_other;</p>
<p>void main()<br />
{<br />
     vec4 A = texture2DRect(image, texcoord);<br />
     A.a = pass_other[0];<br />
     if ((A.r >= hithresh.r) || (A.r < = lothresh.r) || (A.g >= hithresh.g)<br />
		|| (A.g < = lothresh.g) || (A.b >= hithresh.b) || (A.r < = lothresh.b))<br />
	{<br />
		A.a = pass_other[1];<br />
	}<br />
     gl_FragColor = A;</p>
<p>}<br />
]]>		
	
	</p></language><br />

						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116720</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116720</link>
					<pubDate>Thu, 08 Nov 2007 18:00:47 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>vec4 A = texture2DRect(image, texcoord);<br />
    A.a = pass_other[0];</p>
<p>this should be :</p>
<p>  vec4 A = texture2DRect(image, texcoord);<br />
    A.a = pass_other.x;</p>
<p>wes</p>
<p>On 11/8/07, marius schebella <marius .schebella@gmail.com> wrote:<br />
> hey,<br />
> I just subscribed to the jitter list, trying to test a shader but<br />
> something is wrong. I hope it is ok, if I just paste it.<br />
> I have to say that this is my first shader, so it could be some very<br />
> basic problem with bindings or jitter communication.<br />
> anyway, when I try to load the shader I get:<br />
> setting GLSL param: GL Error: Invalid operation<br />
> thanks for help,<br />
> marius.<br />
><br />
> &#8212;&#8212;&#8212;<br />
> <jittershader name="set-alpha"><br />
>         <description>Shader to set alpha related to color thresholds</description><br />
>
<param name="image" type="float" default="0" />
>
<param name="hithresh" type="vec4" default="0.0 0.0 0.0 0.0" />
>
<param name="lothresh" type="vec4" default="0.0 0.0 0.0 0.0" />
>
<param name="pass_other" type="vec2" default="0.0 1.0" />
>         <language name="glsl" version="1.0"><br />
>                 <bind param="image" program="fp"></bind><br />
>                 <bind param="hithresh" program="fp"></bind><br />
>                 <bind param="lothresh" program="fp"></bind><br />
>                 <bind param="pass_other" program="fp"></bind><br />
><br />
>
<program name="vp" type="vertex">
> < ![CDATA[<br />
> // VERTEX SHAADER<br />
><br />
> varying vec2 texcoord;<br />
><br />
> void main (void)<br />
> {<br />
>      gl_Position = ftransform();<br />
>      texcoord    = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);<br />
> }<br />
> ]]><br />
>         </program>
><br />
>
<program name="fp" type="fragment">
> < ![CDATA[<br />
> // FRAGMENT SHADER<br />
><br />
> varying vec2 texcoord;<br />
> uniform sampler2DRect image;<br />
><br />
> uniform vec4 hithresh;    // hi and lo threshold<br />
> uniform vec4 lothresh;<br />
> uniform vec2 pass_other;<br />
><br />
> void main()<br />
> {<br />
>      vec4 A = texture2DRect(image, texcoord);<br />
>      A.a = pass_other[0];<br />
>      if ((A.r >= hithresh.r) || (A.r < = lothresh.r) || (A.g >= hithresh.g)<br />
>                 || (A.g < = lothresh.g) || (A.b >= hithresh.b) || (A.r < = lothresh.b))<br />
>         {<br />
>                 A.a = pass_other[1];<br />
>         }<br />
>      gl_FragColor = A;<br />
><br />
> }<br />
> ]]><br />
>         </program>
>         </language><br />
> </jittershader><br />
></marius></p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116721</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116721</link>
					<pubDate>Thu, 08 Nov 2007 18:21:04 +0000</pubDate>
					<dc:creator>Andrew Benson</dc:creator>

					<description>
						<![CDATA[
						<p>your problem is most likely in this line:</p>
<param name="image" type="float" default="0" />
<p>Change type to &#8220;int&#8221; and you will probably be okay.</p>
<p>FWIW, I would recommend ditching all of that conditional stuff (if&#8230;) <br />
and replacing with mix() and step() type functions.  Support for <br />
conditional statements is pretty unpredictable in GLSL.</p>
<p>Best,<br />
Andrew B.</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116722</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116722</link>
					<pubDate>Thu, 08 Nov 2007 19:19:15 +0000</pubDate>
					<dc:creator>marius.schebella</dc:creator>

					<description>
						<![CDATA[
						<p>thank you for the quick reply.<br />
I think I have a problem in my max patch, because<br />
even<br />
void main()<br />
{<br />
     vec4 A = texture2DRect(image, texcoord);<br />
     A.a = 0.4;<br />
     gl_FragColor = A;<br />
}<br />
does not look transparent. (A.r, A.g, A.b all work.)<br />
do I need a special object or argument to turn alphachannel computation <br />
on? sorry if that is a basic question. right now I am only using <br />
jit.qt.movie,  jit.gl.slab and jit.gl.videoplane.<br />
thanks,<br />
marius.</p>
<p>Wesley Smith wrote:<br />
>   vec4 A = texture2DRect(image, texcoord);<br />
>     A.a = pass_other[0];<br />
> <br />
> this should be :<br />
> <br />
>   vec4 A = texture2DRect(image, texcoord);<br />
>     A.a = pass_other.x;<br />
> <br />
> wes<br />
> <br />
> On 11/8/07, marius schebella <marius .schebella@gmail.com> wrote:<br />
>> hey,<br />
>> I just subscribed to the jitter list, trying to test a shader but<br />
>> something is wrong. I hope it is ok, if I just paste it.<br />
>> I have to say that this is my first shader, so it could be some very<br />
>> basic problem with bindings or jitter communication.<br />
>> anyway, when I try to load the shader I get:<br />
>> setting GLSL param: GL Error: Invalid operation<br />
>> thanks for help,<br />
>> marius.<br />
>><br />
>> &#8212;&#8212;&#8212;<br />
>> <jittershader name="set-alpha"><br />
>>         <description>Shader to set alpha related to color thresholds</description><br />
>>
<param name="image" type="float" default="0" />
>>
<param name="hithresh" type="vec4" default="0.0 0.0 0.0 0.0" />
>>
<param name="lothresh" type="vec4" default="0.0 0.0 0.0 0.0" />
>>
<param name="pass_other" type="vec2" default="0.0 1.0" />
>>         <language name="glsl" version="1.0"><br />
>>                 <bind param="image" program="fp"></bind><br />
>>                 <bind param="hithresh" program="fp"></bind><br />
>>                 <bind param="lothresh" program="fp"></bind><br />
>>                 <bind param="pass_other" program="fp"></bind><br />
>><br />
>>
<program name="vp" type="vertex">
>> < ![CDATA[<br />
>> // VERTEX SHAADER<br />
>><br />
>> varying vec2 texcoord;<br />
>><br />
>> void main (void)<br />
>> {<br />
>>      gl_Position = ftransform();<br />
>>      texcoord    = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);<br />
>> }<br />
>> ]]><br />
>>         </program>
>><br />
>>
<program name="fp" type="fragment">
>> < ![CDATA[<br />
>> // FRAGMENT SHADER<br />
>><br />
>> varying vec2 texcoord;<br />
>> uniform sampler2DRect image;<br />
>><br />
>> uniform vec4 hithresh;    // hi and lo threshold<br />
>> uniform vec4 lothresh;<br />
>> uniform vec2 pass_other;<br />
>><br />
>> void main()<br />
>> {<br />
>>      vec4 A = texture2DRect(image, texcoord);<br />
>>      A.a = pass_other[0];<br />
>>      if ((A.r >= hithresh.r) || (A.r < = lothresh.r) || (A.g >= hithresh.g)<br />
>>                 || (A.g < = lothresh.g) || (A.b >= hithresh.b) || (A.r < = lothresh.b))<br />
>>         {<br />
>>                 A.a = pass_other[1];<br />
>>         }<br />
>>      gl_FragColor = A;<br />
>><br />
>> }<br />
>> ]]><br />
>>         </program>
>>         </language><br />
>> </jittershader><br />
>><br />
> </marius></p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116723</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116723</link>
					<pubDate>Thu, 08 Nov 2007 19:24:08 +0000</pubDate>
					<dc:creator>marius.schebella</dc:creator>

					<description>
						<![CDATA[
						<p>hello andrew,<br />
thanks, that solved one of the problems<br />
I read that glsl is not optimized for conditional stuff, but I have to <br />
learn more glsl commands to see what could replace them.<br />
the thing is, I only want a comparison of 3 of the 4 channels. yes, I <br />
would like to boost efficiency by using glsl internal commands.<br />
marius.</p>
<p>andrew benson wrote:<br />
> your problem is most likely in this line:<br />
> <br />
>
<param name="image" type="float" default="0" />
> <br />
> Change type to &#8220;int&#8221; and you will probably be okay.<br />
> <br />
> FWIW, I would recommend ditching all of that conditional stuff (if&#8230;) <br />
> and replacing with mix() and step() type functions.  Support for <br />
> conditional statements is pretty unpredictable in GLSL.<br />
> <br />
> Best,<br />
> Andrew B.<br />
> </p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116724</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116724</link>
					<pubDate>Thu, 08 Nov 2007 19:30:17 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>make sure your output geometry has blend_enable 1 ;</p>
<p>sosomething like jit.gl.videoplane context @blend_enable 1</p>
<p>:)</p>
<p>On Nov 8, 2007, at 2:19 PM, marius schebella wrote:</p>
<p>> thank you for the quick reply.<br />
> I think I have a problem in my max patch, because<br />
> even<br />
> void main()<br />
> {<br />
>    vec4 A = texture2DRect(image, texcoord);<br />
>    A.a = 0.4;<br />
>    gl_FragColor = A;<br />
> }<br />
> does not look transparent. (A.r, A.g, A.b all work.)<br />
> do I need a special object or argument to turn alphachannel  <br />
> computation on? sorry if that is a basic question. right now I am  <br />
> only using jit.qt.movie,  jit.gl.slab and jit.gl.videoplane.<br />
> thanks,<br />
> marius.<br />
><br />
> Wesley Smith wrote:<br />
>>  vec4 A = texture2DRect(image, texcoord);<br />
>>    A.a = pass_other[0];<br />
>> this should be :<br />
>>  vec4 A = texture2DRect(image, texcoord);<br />
>>    A.a = pass_other.x;<br />
>> wes<br />
>> On 11/8/07, marius schebella <marius .schebella@gmail.com> wrote:<br />
>>> hey,<br />
>>> I just subscribed to the jitter list, trying to test a shader but<br />
>>> something is wrong. I hope it is ok, if I just paste it.<br />
>>> I have to say that this is my first shader, so it could be some very<br />
>>> basic problem with bindings or jitter communication.<br />
>>> anyway, when I try to load the shader I get:<br />
>>> setting GLSL param: GL Error: Invalid operation<br />
>>> thanks for help,<br />
>>> marius.<br />
>>><br />
>>> &#8212;&#8212;&#8212;<br />
>>> <jittershader name="set-alpha"><br />
>>>        <description>Shader to set alpha related to color  <br />
>>> thresholds</description><br />
>>>
<param name="image" type="float" default="0" />
>>>
<param name="hithresh" type="vec4" default="0.0 0.0 0.0  <br />
>>> 0.0&#8243; /><br />
>>>
<param name="lothresh" type="vec4" default="0.0 0.0 0.0  <br />
>>> 0.0&#8243; /><br />
>>>
<param name="pass_other" type="vec2" default="0.0 1.0" />
>>>        <language name="glsl" version="1.0"><br />
>>>                <bind param="image" program="fp"></bind><br />
>>>                <bind param="hithresh" program="fp"></bind><br />
>>>                <bind param="lothresh" program="fp"></bind><br />
>>>                <bind param="pass_other" program="fp"></bind><br />
>>><br />
>>>
<program name="vp" type="vertex">
>>> < ![CDATA[<br />
>>> // VERTEX SHAADER<br />
>>><br />
>>> varying vec2 texcoord;<br />
>>><br />
>>> void main (void)<br />
>>> {<br />
>>>     gl_Position = ftransform();<br />
>>>     texcoord    = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);<br />
>>> }<br />
>>> ]]><br />
>>>        </program>
>>><br />
>>>
<program name="fp" type="fragment">
>>> < ![CDATA[<br />
>>> // FRAGMENT SHADER<br />
>>><br />
>>> varying vec2 texcoord;<br />
>>> uniform sampler2DRect image;<br />
>>><br />
>>> uniform vec4 hithresh;    // hi and lo threshold<br />
>>> uniform vec4 lothresh;<br />
>>> uniform vec2 pass_other;<br />
>>><br />
>>> void main()<br />
>>> {<br />
>>>     vec4 A = texture2DRect(image, texcoord);<br />
>>>     A.a = pass_other[0];<br />
>>>     if ((A.r >= hithresh.r) || (A.r < = lothresh.r) || (A.g >=  <br />
>>> hithresh.g)<br />
>>>                || (A.g < = lothresh.g) || (A.b >= hithresh.b) ||  <br />
>>> (A.r < = lothresh.b))<br />
>>>        {<br />
>>>                A.a = pass_other[1];<br />
>>>        }<br />
>>>     gl_FragColor = A;<br />
>>><br />
>>> }<br />
>>> ]]><br />
>>>        </program>
>>>        </language><br />
>>> </jittershader><br />
>>><br />
></marius></p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116725</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116725</link>
					<pubDate>Thu, 08 Nov 2007 19:40:19 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>jit.gl.videoplane @blend_enable 1?<br />
wes</p>
<p>On 11/8/07, marius schebella <marius .schebella@gmail.com> wrote:<br />
> hello andrew,<br />
> thanks, that solved one of the problems<br />
> I read that glsl is not optimized for conditional stuff, but I have to<br />
> learn more glsl commands to see what could replace them.<br />
> the thing is, I only want a comparison of 3 of the 4 channels. yes, I<br />
> would like to boost efficiency by using glsl internal commands.<br />
> marius.<br />
><br />
> andrew benson wrote:<br />
> > your problem is most likely in this line:<br />
> ><br />
> >
<param name="image" type="float" default="0" />
> ><br />
> > Change type to &#8220;int&#8221; and you will probably be okay.<br />
> ><br />
> > FWIW, I would recommend ditching all of that conditional stuff (if&#8230;)<br />
> > and replacing with mix() and step() type functions.  Support for<br />
> > conditional statements is pretty unpredictable in GLSL.<br />
> ><br />
> > Best,<br />
> > Andrew B.<br />
> ><br />
><br />
></marius></p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116726</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116726</link>
					<pubDate>Thu, 08 Nov 2007 19:57:13 +0000</pubDate>
					<dc:creator>Rob Ramirez</dc:creator>

					<description>
						<![CDATA[
						<p>oooh anton beat me to it.</p>
<p>btw, marius, does the gem list know you&#8217;re over here in segmented patch cord land?</p>
<p>#P window setfont &#8220;Sans Serif&#8221; 9.;<br />
#P window linecount 1;<br />
#P hidden newex 297 239 60 196617 loadmess 0;<br />
#P hidden newex 235 240 60 196617 loadmess 1;<br />
#P flonum 530 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 484 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 424 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 399 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 374 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 349 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 310 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 285 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 260 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P flonum 235 268 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P newex 438 315 76 196617 prepend param;<br />
#P newex 438 292 102 196617 pak pass_other 0. 0.;<br />
#P newex 324 315 76 196617 prepend param;<br />
#P newex 324 292 113 196617 pak lothresh 0. 0. 0. 0.;<br />
#P newex 210 315 76 196617 prepend param;<br />
#P newex 210 292 113 196617 pak hithresh 0. 0. 0. 0.;<br />
#P message 145 317 63 196617 flush_cache;<br />
#P newex 231 183 138 196617 jit.gl.texture m @name tex1;<br />
#P newex 262 374 32 196617 print;<br />
#P message 76 317 67 196617 getparamlist;<br />
#P user jit.fpsgui 132 121 60 196617 0;<br />
#P newex 78 95 66 196617 t b b erase b;<br />
#P flonum 306 108 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P message 306 128 42 196617 rate $1;<br />
#P message 366 108 28 196617 read;<br />
#P flonum 265 108 35 9 0.5 0 1 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P toggle 231 108 15 0;<br />
#P newex 231 128 44 196617 metro 2;<br />
#P newex 231 161 103 196617 jit.qt.movie 320 240;<br />
#B color 5;<br />
#P toggle 78 49 15 0;<br />
#P newex 78 70 50 196617 qmetro 5;<br />
#P newex 228 214 303 196617 jit.gl.videoplane m @texture tex1 @automatic 0 @blend_enable 1;<br />
#P newex 78 239 69 196617 jit.window m;<br />
#P newex 78 213 146 196617 jit.gl.render m @shader shady;<br />
#P newex 76 351 217 196617 jit.gl.shader m @name shady @file marius.jxs;<br />
#P fasten 24 0 0 0 443 341 81 341;<br />
#P fasten 22 0 0 0 329 341 81 341;<br />
#P fasten 20 0 0 0 215 341 81 341;<br />
#P fasten 15 0 0 0 81 341 81 341;<br />
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				<item>
					<guid>http://cycling74.com/forums/topic/first-shader/#post-116727</guid>
					<title><![CDATA[Re: first shader]]></title>
					<link>http://cycling74.com/forums/topic/first-shader/#post-116727</link>
					<pubDate>Sat, 10 Nov 2007 18:08:41 +0000</pubDate>
					<dc:creator>marius.schebella</dc:creator>

					<description>
						<![CDATA[
						<p>ok,<br />
thanks to josh, rob, vade, wes and andrew, I posted the unspectular <br />
result at <a href="http://www.parasitaere-kapazitaeten.net/max_msp/pix_alpha" rel="nofollow">http://www.parasitaere-kapazitaeten.net/max_msp/pix_alpha</a> (in <br />
case someone wants to check).<br />
I outsourced the vert and frag programs to extra files and replaced my <br />
original comparators with glsl native<br />
if all(greaterThanEqual(A.rgb,lothresh.rgb)&#8230;</p>
<p>Robert Ramirez wrote:</p>
<p>> btw, marius, does the gem list know you&#8217;re over here in segmented patch cord land?</p>
<p>naaahh! all these open source freaks are totally ignorant and <br />
insensitive to the beauties of segmented patchcord land&#8230;</p>
<p>m.</p>
						]]>
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