10.4

Mac OS X 10.4 (Tiger)

GLSL Mixer (Composition by gtoledo3)

Author: gtoledo3
License: Public Domain
Date: 2011.09.30
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a shader example that shows how to interpolate two textures using GLSL. It's handy as a destination that one can write to and mix directly at the renderer. It's also handy because one can get in there and edit in color control for each texture, change the way the texture maps, etc., if they desire.

It's based on part of the code here: http://www.codeproject.com/KB/openGL/GLSLShader.aspx ... but, it's also totally basic functionality, and I'm pretty sure this is described on the OpenGL org docs (as well as a few different types of mix/interpolate type functions that this could be adapted to do).

Reaction Diffusion Dual Mode (Composition by gtoledo3)

Author: gtoledo3
License: BSD 3-clause
Date: 2011.09.30
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

Awhile back, I posted a reaction diffusion kernel that was in a Cinder library example, setup in QC to have the feedback loops that need to happen to make it work properly.

Since then, I put together this composition that reconciles the two different kernels that were in separate compositions in that thread, and done a few other tweaks so that there are multiple rendering modes that are a bit different.

I've placed each kernel in a separate RII/Feedback loop so that past frames generated by one kernel don't feed to the other kernel if one switches kernels during runtime. It doesn't look bad to do that, but it didn't seem right, hence the different macro's for each chain.

I've had report of it not working correctly (eg., at all) on some newer macs, but I've personally seen it working on the latest macbook 17" and a rocked out new iMac.

chromadepth (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2011.09.26
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

This is a glsl chroma depth shader; if you're familiar with the core image "heat map" style pixel filter, you're thinking along the right lines, except this shades vertices of 3D objects/scenes in this way.

This was created by Mike Bailey, Computer Science, Oregon State University, and found at his page at http://web.engr.oregonstate.edu/~mjb/chromadepth/glsl.html

flownoise (Composition by gtoledo3)

Author: gtoledo3
License: MIT
Date: 2011.09.26
Compatibility: 10.4, 10.5, 10.6, 10.7
Categories:
Required plugins:
(none)

GLSL implementation of 2D "flow noise" as presented by Ken Perlin and Fabrice Neyret at Siggraph 2001. (2D simplex noise with analytic derivatives and in-plane rotation of generating gradients, in a fractal sum where higher frequencies are displaced (advected) by lower frequencies in the direction of their gradient. For details, please refer to the 2001 paper "Flow Noise" by Perlin and Neyret.)

Author: Stefan Gustavson (stefan.gustavson@liu.se) Distributed under the terms of the MIT license. See LICENSE file for details. Changes by George Toledo, 2011 Color control, exposure of various parameters.

M-Audio Trigger Finger MIDI (Composition by farinuts)

Author: farinuts
License: Public Domain
Date: 2011.05.21
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This is a clip that provides MIDI control for the M-Audio Trigger Finger device.

I'd been tearing my hair out trying to get the pads configured - turns out they're notes (starting at C3) so you can't use MIDI Learn to map 'em. D'oh!

In hindsight, setup is pretty easy but I thought I'd share this since I didn't see much else in the way of support for the Trigger Finger in QC.

Mouse Trap (Composition by dust)

Author: dust
License: (unknown)
Date: 2011.03.11
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

the plugin is called mouse mover it shows up your library as mouse trap.

input_x and input_y need to be in pixels. left button down and up should be pulsed in etc..

use this plugin at your own risk.

CI Normal Map_gtII (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2011.01.24
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This is a companion to the other normal map filter, that samples from more pixels than CINormalMap_gt to make it's normal map from heightfield.

Included is another composition that makes a normal map on the fly using this filter.

CINormalMap_gt (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2011.01.18
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This is a core image filter that takes a greyscale heightfield (bump map) image, and outputs a normal map, in the style of nVidia Normal Map Filter plugin for photoshop, or NMG.

This allows one to create greyscale imagery in Quartz Composer, run image through this filter, and generate normals that can be rendered in the GLSL shader. This example uses Christopher Wright's Normal Map 1.qtz as a rendering destination, to show how it works.

Normal mapping is used to fake the appearance of a higher poly mesh than is actually being used when using GL Lighting.

http://en.wikipedia.org/wiki/Normal_mapping

Video Interaction (Composition by matthewalexanderspolar)

Author: matthewalexande...
License: (unknown)
Date: 2010.11.19
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This project was for a Visual Programming Class at Ohio University. It was my first real quartz application.

The intent of this assignment is to create an interactive, random and self-sustaining application that will take a live video feed and react accordingly to the motion and audio. Random colors, movements, fades and other effects will be incorporated to create an interesting composition that is never repeating.

GLSL-Vignette (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2010.11.14
Compatibility: 10.4, 10.5, 10.6
Categories:
Required plugins:
(none)

This is a GLSL shader that creates a vignette effect.

It takes advantage of the GLSL smoothstep function. It's adapted from the example here: http://www.geeks3d.com/20091020/shader-library-lens-circle-post-processi...