Jitter shaders- porting from WebGLSL/ShaderToy -resolution problems/AntiAliasing

Dec 25, 2013 at 4:17pm

Jitter shaders- porting from WebGLSL/ShaderToy -resolution problems/AntiAliasing

Hello I’ve been trying to learn to use OpenGl shaders in Max by porting in some other people’s work from the GLSL Sandbox website and Shadertoy website such as this http://glsl.heroku.com/e#11627.0 . I can get them to work very well except the resolution always look much worse on my end.

GLSL Sandbox has a dropdown menu that lets you select different levels of anti-aliasing. I can’t find any reference explaining what exactly this is doing. Does anyone know how I can achieve similar anti-aliasing/upsampling in Max?

I tried implementing the two methods here: http://cycling74.com/wiki/index.php?title=Anti-aliasing_with_FXAA but it either looks bad or no different. I think it’s because I’m either routing it incorrectly or because the FXAA is for 3D objects and I’m just doing 2D.

I would appreciate any help!

#276677
Dec 25, 2013 at 7:38pm

I realized I could just specify a resolution in GLSL sandbox as a normal vec2 to see what that drop-down box is doing. I think what they’re doing is just supersampling the shader and then scaling it to fit the window. I still can’t figure out how to scale it in Max/MSP/Jitter though. It just displays a tiny corner of the generated image.

#276682
Dec 26, 2013 at 10:44am

Please post an example including the patch and shader. Then we can take a look at it.

#276712
Dec 26, 2013 at 12:50pm

Actually I figured it out by looking at what these guys were doing http://cycling74.com/forums/topic/sharing-porting-shaders-to-jit-gl-pix-with-codebox/

I simply needed to connect a matrix that was 1024 by 1024 to my first jit.gl.slab object.

Thanks though!

#276718

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