multitouch

Pulse Multitouch (originally by Danguafer/Silexars, ported to work with Multitouch) (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-NoDerivs
Date: 2011.10.05
Compatibility: 10.5, 10.6, 10.7
Categories:
Required plugins:
kineme multitouch

This is Pulse by Danguafer/Silexars(2010) from the ShaderToy collection, changed to work with multitouch.

The original fragment code is below:

//Pulse by Danguafer/Silexars(2010)
uniform float time;
uniform vec2 resolution;
uniform vec4 mouse;
uniform sampler2D tex0;
 
void main(void)
{
    vec2 halfres = resolution.xy/2.0;
    vec2 cPos = gl_FragCoord.xy;
 
    cPos.x -= 0.5*halfres.x*sin(time/2.0)+0.3*halfres.x*cos(time)+halfres.x;
    cPos.y -= 0.4*halfres.y*sin(time/5.0)+0.3*halfres.y*cos(time)+halfres.y;
    float cLength = length(cPos);
 
    vec2 uv = (gl_FragCoord.xy/resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0);
    vec3 col = texture2D(tex0,uv).xyz*50.0/cLength;
 
    gl_FragColor = vec4(col,1.0);
}

Tentacles - The Return! (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2011.03.24
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

I did a little mashup of my upload from yesterday.

I have it creating a normal map on the fly, making it's own lighting using greyscale procedural feedback trails/particles, doing a low-rent volumetric light thing, and working with multitouch.

You'll need kineme multitouch patch, and the normalmap_gt plugin from my page (georgetoledo.com).

It's semi 10.5 compatible. One of the particle systems/iterator combo's uses smooths inside... that won't work the same in 10.5, but the rest of it generally will.

Tentacles (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2011.03.22
Compatibility: 10.5, 10.6
Categories:
Required plugins:
(none)

This is a QC interactive graphics composition that renders tentacle like graphics with multitouch.

This uses the kineme multitouch patch.

One thing that's probably kind of generally helpful(?) in this composition, aside from the multitouch or graphics stuff, is that it coaxes a particle system to render something on the second iteration, when two fingers are down (it seems like there's a QC bug that prevents that from working as expected).

Multitouch Demo App

gtoledo3's picture

This is a multitouch demo application that requires OS X 10.6.

I'm basically curious if anyone gets any kind of crashing, or if fps is abysmal on some kind of model computer that I don't have access to; that kind of thing.

Multitouch structure and index order

drakfyre's picture

Hey, first off, I had never been to this site before yesterday, and I am just having a blast trying out all the new inputs and outputs available here. Also, a quick forward: I am not very advanced with Quartz Composer, so if what I am doing seems round-about, apologies in advance. Anyway, I was working on making a little "breakout box" for the multitouch structure that returns all 11 touch coordinates, or null if a coordinate is not active. This works great, except for one problem: when I add a finger to the touch pad, sometimes the actual index where the previous finger was stored gets the new finger's coordinates, and then the previous finger gets stored in the new coordinate set. It appears that the id moves as well, but I don't really know how to wire it up so that it will automatically "switch" the outputs based on the ID to avoid this problem. Any help on workarounds would be appreciated.