Hi,
I was playing around with the CoreImage Kernel Language for a long
time and want to make a step forward.
But here I've got some starting problems. What I would like is to
attach some textures and do various computations in a for-loop.
Unfortunately the GLSL Patch in QuartzComposer does not seem to like
my texture arrays.
As long as I am only using one texture from that array (e.g..
texture[0]) I am able to connect an image to that texture.
As soon as I add something which uses a second texture from the same
array (e.g.. texture[1]) all the inputs vanish from the patch.
I also tried to use "OpenGL Shader Builder.app" instead but there I've
got the problem that I don't know how to bind the textures.
Instead of all the textures I provided I get only TEXTURE0 no matter
what index of the texture array I use.
VertexShader:
void main()
{
//Transform vertex by modelview and projection matrices
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
//Forward current color and texture coordinates after applying
texture matrix
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}
FragmentShader:
uniform sampler2D texture[2];
void main()
{
vec2 texCoord = gl_TexCoord[0].xy;
//Multiply color by texture
gl_FragColor = texture2D(texture[0], texCoord) +
texture2D(texture[1], texCoord);
}
Thanks in advance,
Michael
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com
This email sent to [EMAIL PROTECTED]