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

December 25, 2013 | 4:17 pm

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!


December 25, 2013 | 7:38 pm

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.


December 26, 2013 | 10:44 am

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


December 26, 2013 | 12:50 pm

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!


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