OT, but since you're getting into using GLSL in QC:

One interesting/obscure tip for the GLSL patch is that if you make a
uniform vec4 called "Color" or "insert-word-here_Color" it will create a
color port interface.

Best regards,
George Toledo

On Thu, Aug 30, 2012 at 12:24 PM, Christopher Wright <
[email protected]> wrote:

> How do you specify the surface that you want to render on for the shader?
>  I can take the code from a working shader (e.g. GLSL - TorusMorph) and put
> it in a new composition and it doesn't show anything.  I also noticed that
> GLSL - Lattice is rendered on the teapot, but I did not see any reference
> to the teapot in the composition.  I am sure I am missing something
> obvious, but I have explored the menus and can't figure out how to specify
> what surface to render the shader on.
>
>
> the GLSL Shader patch is a macro - it has patches "inside" that it
> operates on.  So in the teapot case, for example, there's a teapot "inside"
> the GLSL shader patch (you'll have to click the patch and press cmd-down to
> enter it; cmd-up will exit a macro).  Double-clicking the macro will also
> take you inside it.
>
> BTW, I am just learning shaders and OpenGL and was hoping that Quartz
> Composer would be a good way to do this.
>
> My goal is to experiment with imaging algorithms using GLSL so I just need
> a rectangular surface to render onto.
>
>
> In this case, you'll probably just want to toss a sprite or GLSL Grid into
> the shader macro - I personally find a track ball macro containing the
> shader to also be useful (so I can rotate the rectangular surface while
> experimenting).
>
>  --
> Christopher Wright
> [email protected]
>
>
>
>
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