These are “image”, “audio”, and “audioFFT” which pass in data as OpenGL textures whose values accessed by using special functions. point2D: Creates a 'vec2' that is typically populated by a coordinate valueĪs noted, there are three other special input types that do not correspond to standard GLSl scalar / vector data types.color: Creates a 'vec4' that contains an RGBA value.Typically used to create pop-up menu interfaces. event: Creates a 'bool' variable that is set to true for a single render pass when the event is triggered.Within the description for each element in the 'INPUTS' array is an attribute called 'TYPE' that tells the host application what data type should be created for the shader.
When writing for ISF, the only minor difference is that you specify these variables as part of the 'INPUTS' section of your JSON blob and the host application will automatically fill in the appropriate code for you when the shader is loaded. If you come from a background of writing GLSL shaders for specific environments, you may already be familiar with the concept of 'Uniform' variables and how they are declared in your code.
In the case of ISF this would mean any host application that you used to load the generator or FX, such as VDMX or Mad Mapper which would create control interfaces for each element, or as part of a webpage that adjusts published parameters through javascript functions. Void main ( ) s.Īs we mentioned 'Uniform' variables are a special kind of variable used to communicate with your shader from the "outside". Here is an example of GLSL code that makes use of each type of scalar variable:
It places translucent layers and dims your desktop and running applications. MyPoint doesn't fiddle with the monitor settings. Please use myPoint Shade for common shading. Note: This tool is appropriate mainly for professionals and geeks who need very deep overshadowing.
It can dim monitors up to the full shading.
MyPoint Heavy Shade allows you to adjust the brightness of your monitors.