Mac OS X 10.5 (Leopard)
Release Type: Production
Changes since QuartzBuilder 1.4
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).
This is a glsl texture filter that makes a look sort of like a tv with a decent amount of noise and static. It's not really too accurate as far as depicting what a noisy tv really looks like, but it's not too bad for a lo-fi look.
This uses the Kali fractal equation from fragmentarium, rejiggered into working in GLSL 120.
In order to get a milder look, back down on the color values. Licensed under GPL/LGPL.
(edit: .01, vert shader bugfix).
This is a conversion of a 2D system from fragmentarium, to GLSL #120, licensed under GPL/LGPL :-)
This is a speed-optimized version of the Icosahedron shader posted here: ( http://kineme.net/composition/gtoledo3/Icosahedron ).
What remains is basically the depth equation...licensed under GPL/LGPL.
To paraphrase my icosahedron post (http://kineme.net/composition/gtoledo3/Icosahedron), I was checking out the source for fragmentarium (http://syntopia.github.com/Fragmentarium/ ...licensed under GPL/LGPL ) , and setup the shaders to work in QC.
This is an Pseudo Klienian Menger fractal running in QC's glsl shader patch.
It's fairly slow, so don't expect it to be a real time thing at high quality settings. :-) It's a little snappier than the icosahedron... I'd guess it could be made to run faster by making the lighting and color routines simpler.
I was checking out the source for fragmentarium (http://syntopia.github.com/Fragmentarium/ ...licensed under GPL/LGPL ) , and setup the shaders to work in QC. This is an Icosahedron fractal running in QC's glsl shader patch.
It's fairly slow, so don't expect it to be a real time thing at high quality settings. :-)