Hmm, strange i had only warning but no error.
I change 0 to 0.0 (to use float instead int in 'if ((color.g -
colorToDiscard.g) <= 0.0)') and now i have no warning (i join the
new .frag) : all works fine here.
I think, the problem could come from the GPU (and so the version of GLSL
supported ? I am not an expert in GLSL, so i can't answer correctly to
this question :).
Here i have a NVidia 9700M GTS (with the NVidia driver 180.44).
++

Jack


Le jeudi 17 septembre 2009 à 12:43 +0200, Max a écrit :
> hi jack,
> 
> you are very welcome. most of the patches are heavily inspired by what  
> floats through the mailinglist or the help patches.
> 
> i didn't have time to look into it but i am getting
> 
> error: [glsl_fragment]: shader not loaded
> linking: link 5.60519e-45 2.8026e-45
> linking: link 5.60519e-45 7.00649e-45
> [glsl_program]: Info_log:
> [glsl_program]: ERROR: One or more attached shaders not successfully  
> compiled
> 
> [glsl_program]: Link failed!
> 
> with the shaders you've attached. are you shure they work on your  
> system?
> 
> 
> Am 17.09.2009 um 01:39 schrieb Jack:
> 
> > Hello Max,
> > Thanx to share those useful patchs.
> > Just one point, i have a problem with the color keying patch using  
> > GLSL,
> > it doesn't work here (someone else ?). So i decided to write a  
> > new .frag
> > (is it good ?) and create a new patch.
> > By hoping it helps.
> > ++
> >
> > Jack
> >
> >
> > Le mercredi 16 septembre 2009 à 16:09 +0200, Max a écrit :
> >> ;o)
> >>
> >> you may want to look into those patches:
> >> http://damm-net.org/wiki/index.php?title=Bewegungsmelder
> >>
> >>
> >> Am 12.09.2009 um 16:48 schrieb bra...@subnet.at:
> >>
> >>> Very nice, thank you
> >>>
> >>> do you mind if I use that patch for future projects?
> >>>
> >>> ;-)
> >>> der.brandt
> >>>
> >>>
> >>>> bra...@subnet.at wrote:
> >>>>> Hi list
> >>>>>
> >>>>> anybody having an idea of building a bluebox in pd/gem?
> >>>>
> >>>> very simple, see attached patch.
> >>>>
> >>>>
> >>>> fmdasdr
> >>>> IOhannes
> >>>>
> >>>> you can also have a look at [pix_chroma_key]
> >>>>
> >>>
> >>>
> >>>
> >>> _______________________________________________
> >>> Pd-list@iem.at mailing list
> >>> UNSUBSCRIBE and account-management -> 
> >>> http://lists.puredata.info/listinfo/pd-list
> >>
> >> _______________________________________________
> >> Pd-list@iem.at mailing list
> >> UNSUBSCRIBE and account-management -> 
> >> http://lists.puredata.info/listinfo/pd-list
> > <colorKeyingGLSL.zip>
> 
//Jack/RYBN 2009
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect MyTex;
uniform vec3 colorToDiscard;
uniform float seuil;
float rouge, vert, bleu;

void main (void)
{
	vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st);

	if (abs(color.r - colorToDiscard.r) >= seuil) {
		rouge = 1.0;
	} else {
		if ((color.r - colorToDiscard.r) <= 0.0) {
			rouge = (color.r - colorToDiscard.r)/seuil;
		} else {
			rouge = (colorToDiscard.r - color.r)/seuil;
		}
	}

	if (abs(color.g - colorToDiscard.g) >= seuil) {
		vert = 1.0;
	} else {
		if ((color.g - colorToDiscard.g) <= 0.0) {
			vert = (color.g - colorToDiscard.g)/seuil;
		} else {
			vert = (colorToDiscard.g - color.g)/seuil;
		}
	}

	if (abs(color.b - colorToDiscard.b) >= seuil) {
		bleu = 1.0;
	} else {
		if ((color.b - colorToDiscard.b) <= 0.0) {
			bleu = (color.b - colorToDiscard.b)/seuil;
		} else {
			bleu = (colorToDiscard.b - color.b)/seuil;
		}
	}

	color.a = (rouge+vert+bleu) / 3.0;
	gl_FragColor = color;
}
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