luma displacement map with 2 images


    Jan 23 2009 | 3:25 pm
    I'm looking for a shader like td.lumadisplace.jxs with the function of taking the luma map of the first image to displace the second image.
    Does anyone have heard about something like that?
    Thanks

    • Jan 25 2009 | 10:53 am
      Hi,
      perhaps you could use td.repos.jxs to achieve similar effect, or you
      could try modifying lumadisplace shader to use two texture inputs.
      -nesa
    • Jan 25 2009 | 5:24 pm
      Thanks. The problem is that I don't understand what does the td.repos.jxs do exactly. The only doc I've found was inside the code: "distortion based on position map in second inlet"
      Do you know what this shader does and how to use it?
      Unfortunately, I'm not very good to program GLSL so it will be quite long for me to change the code of the lumadisplace for 2 textures...
      Tank!
    • Jan 25 2009 | 7:18 pm
      Ok, I've found how to use the repos.jxs shader. That's almost what I was looking for isn't?
    • Jan 25 2009 | 11:05 pm
      Yes that's exactly what you want to use:)
      If you look at the td.repos.jxs in text editor, you'll see this line:
      vec4 look = texture2DRect(tex1,texcoord1);//sample repos texture
      which assigns colorα value from second texture going into
      jit.gl.slab into a variable named 'look'.
      texcoord1 is variable containing the coordinates of the pixel you want
      to read.
      the value of 'look' is later used to modify texture coordinates of the
      first texture:
      vec2 abso = look.ra*texdim0*amt;//absolute coordinates
      which means 'repos coordinate is value of 'look' multiplied by the
      size of first texture(texdim0) and then multiplied by the amount
      parameter.
      look.ra means that shader uses only redα channels.
      this is where one of the differences between lumadisplace and repos
      takes place - repos uses red channel to modify X coordinate and alpha
      channel for Y coordinate - just like jit.repos.
      near the end of the file you'll see:
      vec4 repos = texture2DRect(tex0, coord);
      this is where the first texture(first inlet of jit.gl.slab) is being
      sampled for the final output, using the coordinates modified by the
      second texture.
      So, this is a ruff overview of what's going on in td.repos.jxs. If you
      want to modify it to use the luma value to offset both x&y
      coordinates, you would need to first calculate the luminance of the
      pixel, and then use it to offset both coordinates by the same amount.
      Now you could take a look into saturation shader(cc.saturate.ip.jxs),
      and see how luminance is calculated:
      vec3 intensity = vec3 (dot(texColor, LumCoeff));
      here they calculate the dot product between color and
      'grayish'(LumCoeff) values. Lumcoeef is defined earlier in the shader
      as a constant value:
      const vec3 LumCoeff = vec3 (0.2125, 0.7154, 0.0721);
      So you could use these two lines to create a modified version of
      td.repos.jxs - first you should duplicate the file and rename it to
      td.lumarepos.jxs.
      Then you can open td.lumarepos.jxs, and start hacking by pasting the
      lines for calculating luminance.
      But you should take care not to brake the structure of jitter shader,
      so first you could paste 'const' line after the 'uniform' declarations
      and before void main() function.
      Next step is to add the dot product calculation to your new shader.
      In repos shader, 'look' variable contains color information of the
      second texture:
      vec4 look = texture2DRect(tex1,texcoord1);//sample repos texture
      And this is what you can use to calculate the luminance(instead of
      texColor used in saturation shader), by adding this line right after
      reading the texture:
      vec4 look = texture2DRect(tex1,texcoord1);//sample repos texture
      look = vec4 (dot(look, LumCoeff));
      and now you have a lumadisplace&repos crossbred mutant shader!
      But if you're not interested in learning glsl, then you can just
      insert 'cc.saturate.ip.jxs' slab with '@param alpha 0.' between your
      displacement texture and right inlet of slab contating td.repos.jxs
      to achieve the same result:)
      hope this helps,
      nesa
      On Jan 25, 2009, at 8:18 PM, Julien-Robert wrote:
      >
      > Ok, I've found how to use the repos.jxs shader. That's almost what I
      > was looking for isn't?
      > --
      > Julien-Robert
      > jitter@cycling74.com`
    • Jan 26 2009 | 4:49 am
      Thanks a lot for all these explanations!