Mac OS X 10.4 (Tiger)
Here is a simple BPM counter, which outputs a value according to any hit input. The counter reinitalize after few seconds, and keeps in memory the last saved value. The reinitialization time can be changed.
Please keep me in touch if you make any useful improvements to this patch. Thanks!
This is an example that gives some pointers about using the lighting environment patch in QC (OpenGL Lighting).
I've made some basic notes about the main functions, and setup some lights with animated attenuation to demonstrate mixing colored lighting with a main white light. It's sort of a study in attenuation and placement.
Not groundbreaking stuff, but if you ever have trouble with gl lighting, this may help. It's pretty much based in one of the more popular dl's/instructions from my site (to my surprise), but a little bit updated, and better annotated.
This is a GLSL shader that is a "texture warp/distortion" effect.
It uses the Ashima Noise implementation that's been kicking around lately, that I particularly like and think looks nice and organic.
I'd used it for generating patterns, but had the idea a month or so ago to use the noise to perturb in input texture - which didn't occur to me at first since the whole deal was that it's a "textureless" noise implementation, but I'm glad it did!
After I had that hanging around for awhile, I decided to add some simple "feedback" loop facilitated lighting, which has a kind of eerie look :-)
I've been able to generate really cool looking abstract landscape type looks by feeding textures that have those kind of colors going on, and macerating the texture to taste. I've also achieved some pretty gross "melting flesh"/"monster" looks as well. I've had some fun with this filter in the past while, and I hope you all do as well. :-)
Go through the "Mode" values to checkout the various basic looks, 4 Modes in all.
"Amount" will increase the amount of the rippling, while "noiseFreq" will tend to increase the density of rippling per area.
"Speed" controls the pace of distortion fluctuation.
"Bump" will do some stuff to the .z channel to mess with the lighting a bit in modes where it's active.
"Spot R1/R2" control the throw of the mouse active light.
"gammaOn/gamma" controls gamma (psonice's gamma code...if it works, why not use it?).
Then there's some color channel offset stuff.
This is a glsl shader image filter that gives a lo-fi old monitor look, tinged towards the purplish side of things.
Barrel Distortion (eg., fisheye) is built into the shader - zoom in and tweak the x/y offsets as needed to get rid of the texture repeating at edges, or create a mask and lay on top.
This is a glsl shader that takes texture input (vid, still image, etc.) and does some fun level dithering, and line screening.
The controls are as follows:
layers - controls amount of color steps.
mode: 0-BW, horizontal linescreen. 1-BW, vertical linescreen. 2-BW, grid linescreen. 3-Color, horizontal linescreen. 4-Color, vertical linescreen. 5-Color, grid linescreen.
line: density of linescreen.
red/green/blue: color levels when in one of the color modes.
vignette/vignette Radius: turn on vignette, and control radius.
gamma/gammaLevel: turn on gamma, control gamma level (gamma from an example by psonice).
here are some waveform visualizations. they show you how you can use kineme's audio tools to generate waveform from a stock line patch. the inspiration for this comes from tb's classic sound flower patch which is probably one of my all time favorite patches. http://machinesdontcare.wordpress.com/2008/10/28/tb-soundflower/
This is a scene made with QuartzComposer. I wanted the geometry to be as minimalistic as possible and still convey the feel of an outdoor setting on 3 axes.
A demonstration of a few concepts:
I was looking at Toneburst's port of a webGL crosshatch shader, and I thought the idea of writing different fragment colors and maybe shapes, depending on luminance, was really interesting.
I setup this shader to draw circles that are dependent on luminosity from depth channel.
For four steps of depth, you can control the inner/outer color of the circle, control the interpolation between inner and outer color, void out an area in the middle of the circle (or make it bigger than the outer circle radius, to draw a "smaller" dot than the main circle size).
I don't know if it's really appropriate to call it a dither shader at this point, but I did start with the the crosshatch mono - I deleted all of the "if" stuff after each luminance step, and inserted the code to draw the circles, which was based on this example @ http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html
The "inner circle" discards kind of "build up" in steps. So, if the first Circ_Inner has a value, all of the subsequent ones will have holes too - you can "add" in bigger holes, or change inner/outer values to kind of tweak around that. It was easier than setting up more conditional statements, and this was just a fun endeavor anyway. :-)