Difference between revisions of "TouchDesigner learning"
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(→Get Shadertoy shaders working) |
(→Get Shadertoy shaders working) |
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=== Get Shadertoy shaders working=== | === Get Shadertoy shaders working=== | ||
<pre> | <pre> | ||
+ | More informations: https://nvoid.gitbooks.io/introduction-to-touchdesigner/content/GLSL/12-6-Importing-Shadertoy.html | ||
+ | |||
// Replace in code "void mainImage( bla bla )" by "void main()" | // Replace in code "void mainImage( bla bla )" by "void main()" | ||
// Replace in code "fragCoord" by "gl_FragCoord" | // Replace in code "fragCoord" by "gl_FragCoord" | ||
− | // Carefully add ".xy" when missing ".x" or ".y" after "gl_FragCoord" | + | // Carefully add ".xy" when missing ".x" or ".y" after "gl_FragCoord" in "void main()" part |
// Then add at top of code: | // Then add at top of code: |
Revision as of 00:23, 20 January 2021
Contents
Making custom interface
Making buttons
// Name of the parent node parent().name
Rendering
Get resolution from another node
// Get width and height from render1 node op('render1').width op('render1').height
GLSL
Get Shadertoy shaders working
More informations: https://nvoid.gitbooks.io/introduction-to-touchdesigner/content/GLSL/12-6-Importing-Shadertoy.html // Replace in code "void mainImage( bla bla )" by "void main()" // Replace in code "fragCoord" by "gl_FragCoord" // Carefully add ".xy" when missing ".x" or ".y" after "gl_FragCoord" in "void main()" part // Then add at top of code: layout(location = 0) out vec4 fragColor; uniform vec3 iResolution; uniform float iTime; uniform float iFrame; uniform vec4 iMouse; // In glsl node: // Declare iResolution, iFrame and iTime // For iTime: absTime.seconds // For iFrame: absTime.frame