looking for glsl examples with multiple textures

Aug 30, 2006 at 1:10pm

looking for glsl examples with multiple textures

hello,
i’d like to have access to multiple textures inside the fragment progarm of my glsl script. i’m looking at things like the compositing examples with jit.gl.slab and i see that the two textures enter the object from its two inlets, and within glsl are refered to using

// texcoords
varying vec2 texcoord0;
varying vec2 texcoord1;

// samplers
uniform sampler2DRect tex0;
uniform sampler2DRect tex1;

what i would like to do is apply a shader to a thing i’m rending with jit.gl.mesh; what i’m not sure about is how to access the textures and how they will be numbered. my intuition is, if i want two videos as textures, i use two jit.qt.movie’s and two jit.gl.textures and name them differently, and then tell jit.gl.mesh “textures mytext1 mytext2″. but i can’t find any examples that make user of multiple textures, in jitter, without jit.gl.slab.

would someone be able to point me to some existing patches?

thank you,
a

#27387
Aug 30, 2006 at 3:48pm

@texture tex0 tex1 will work. The order you specify textures in will
correspond to the texture integer number. For instance if I have this
at the top of my shader:

, it will be the first
texture in the list. If I have this:

it will be the second
texture in the list.

wes

On 8/30/06, Ali Momeni wrote:
>
>
>
> hello,
> i’d like to have access to multiple textures inside the fragment progarm of my glsl script. i’m looking at things like the compositing examples with jit.gl.slab and i see that the two textures enter the object from its two inlets, and within glsl are refered to using
>
> // texcoords
> varying vec2 texcoord0;
> varying vec2 texcoord1;
>
> // samplers
> uniform sampler2DRect tex0;
> uniform sampler2DRect tex1;
>
>
> what i would like to do is apply a shader to a thing i’m rending with jit.gl.mesh; what i’m not sure about is how to access the textures and how they will be numbered. my intuition is, if i want two videos as textures, i use two jit.qt.movie’s and two jit.gl.textures and name them differently, and then tell jit.gl.mesh “textures mytext1 mytext2″. but i can’t find any examples that make user of multiple textures, in jitter, without jit.gl.slab.
>
> would someone be able to point me to some existing patches?
>
> thank you,
> a
>
>
>

#82801
Aug 30, 2006 at 4:13pm

In the Jitter Tutorials, there is a 4-input compositing example using
jit.gl.slab. I recommend having a look at the accompanying shader.

Andrew

#82802
Aug 30, 2006 at 4:28pm

yes yes, i’m aware of that one; i was wondering if there are any examples of shaders applied to an object creating geometries like a jit.gl.gridshape or a jit.gl.mesh or somethin, and then a fragment shader that uses multiple textures from jitter.

but along with what i tested and what wes pointed out, i just tried it out and it looks like it works just fine with my shader applied to a jit.gl.mesh geometry. i have access to multiple textures as long as i have multiple named jit.gl.textures and i send a “texture tex1 tex2…” message to jit.gl.mesh. excellent; it’s all very exciting this shader business; one can do real-time video on an apple computer after all.

#82803
Aug 30, 2006 at 4:32pm

Don’t overlook the math (op.*.jxs), composite (co.*.jxs), and
transition (tn.*.jxs) shaders…

-Joshua

#82804
Aug 30, 2006 at 4:35pm

On Aug 30, 2006, at 9:28 AM, Ali Momeni wrote:

> yes yes, i’m aware of that one; i was wondering if there are any
> examples of shaders applied to an object creating geometries like a
> jit.gl.gridshape or a jit.gl.mesh or somethin, and then a fragment
> shader that uses multiple textures from jitter.

Nothing about these shaders that are slab specific. You can apply a
shader to any geometry (slab just has some special viewport aligned
geometry rendering to its own context), and then just use a
multitexture texture attribute. These slab focused shaders just don’t
do some of the common things like lighting calculations, but you can
add that in if you like.

-Joshua

#82805
Aug 30, 2006 at 4:42pm

> one can do real-time video on an apple computer after all.
>

More than that, one can do HD compositing on an apple with quite a
number of filters applied.

wes

#82806

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