Difference between revisions of "TouchDesigner learning"
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(→Get Shadertoy shaders working) |
(→Get Shadertoy shaders working) |
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Line 45: | Line 45: | ||
// For iFrame: | // For iFrame: | ||
absTime.frame | absTime.frame | ||
+ | |||
+ | // In glsl code, declare iChannels (iChannel0, iChannel1...) | ||
+ | // For most of the cases, iChannel0 calls a texture, so: | ||
+ | // Replace iChannel0 by sTD2DInputs[0] | ||
+ | // If iChannel0 calls a cubemap: | ||
+ | // Replace iChannel0 by sTDCubeInputs[0] | ||
+ | // If iChannel0 calls a sound, convert sound to CHOP by a null, then: | ||
+ | // Replace iChannel0 by sTD2DInputs[1] | ||
</pre> | </pre> |
Revision as of 00:40, 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 // In glsl code, declare iChannels (iChannel0, iChannel1...) // For most of the cases, iChannel0 calls a texture, so: // Replace iChannel0 by sTD2DInputs[0] // If iChannel0 calls a cubemap: // Replace iChannel0 by sTDCubeInputs[0] // If iChannel0 calls a sound, convert sound to CHOP by a null, then: // Replace iChannel0 by sTD2DInputs[1]