Page 1 of 2

ISF - Interactive Shader Format

Posted: Wed May 10, 2017 19:37
by nosuchtim
See http://interactiveshaderformat.com . Is there any chance that this could be supported directly in Resolume? It would greatly expand the number of effects available.

...Tim...

Re: ISF - Interactive Shader Format

Posted: Sat May 13, 2017 04:19
by Meptik
+1

Re: ISF - Interactive Shader Format

Posted: Sat May 13, 2017 20:52
by Babcom
+1 Got to love ISF!

Re: ISF - Interactive Shader Format

Posted: Thu May 18, 2017 16:18
by Joris
I've been eyeing ISF recently as well.

Shaders are awesome. I get the feeling that shaders are where creative coding for graphics is headed, rather than oF or Processing. Direct Shadertoy support would be nice, but I feel like Shadertoy is geared more towards showcasing rather than live performance. ISF feels like a good happy medium.

Our plate is ridiculously full at the moment unfortunately. Maybe one day.

Re: ISF - Interactive Shader Format

Posted: Mon May 22, 2017 21:48
by DataPhreak
I think your plate needs a cherry on top. Just about every other vj platform supports this. It's open source. You could probably figure it out over the weekend. Inputs are predefined in the source file.

https://www.interactiveshaderformat.com/sketches/488

Code: Select all

/*{
  "CREDIT": "by mojovideotech",
  "CATEGORIES": [
    "Automatically Converted"
  ],
  "DESCRIPTION": "",
  "INPUTS": [
    {
      "MAX": [
        1,
        1
      ],
      "MIN": [
        0,
        0
      ],
      "DEFAULT": [
        0.5,
        0.5
      ],
      "NAME": "center",
      "TYPE": "point2D"
    },
    {
      "MAX": [
        10,
        10
      ],
      "MIN": [
        0.5,
        0.5
      ],
      "DEFAULT": [
        2,
        2.25
      ],
      "NAME": "shape",
      "TYPE": "point2D"
    },
    {
      "NAME": "speed",
      "TYPE": "float",
      "DEFAULT": 0.5,
      "MIN": 0.0001,
      "MAX": 1
    },
    {
      "NAME": "rotation",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0.005,
      "MAX": 0.5
    },
    {
      "NAME": "R",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "G",
      "TYPE": "float",
      "DEFAULT": 0.125,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "B",
      "TYPE": "float",
      "DEFAULT": 0.25,
      "MIN": 0,
      "MAX": 0.5
    }
  ]
}*/
That's super easy to grep. Then all you have to do is incorporate the loader, which is open source. It's OpenGL based, so there shouldn't be any issues. Pick one platform, release it as a beta feature. See what happens. If it's too much trouble, pull it.

Re: ISF - Interactive Shader Format

Posted: Sun Nov 26, 2017 22:57
by bsarps
Another vote for this feature. Extra bonus points if you make it cross platform.

Re: ISF - Interactive Shader Format

Posted: Mon Nov 27, 2017 16:02
by mygeneration

Re: ISF - Interactive Shader Format

Posted: Mon Jul 30, 2018 21:06
by jb0815
I would love it too. Please make it possible . It's worth a try !!

Re: ISF - Interactive Shader Format

Posted: Sat Aug 04, 2018 04:21
by francoe
I was porting some isf to ffgl (time before this threat, don't know if they're news), and don't seems to be easy to achieve. Maybe for single generators, but a mess to accomplish buffers and so.

Re: ISF - Interactive Shader Format

Posted: Sat Aug 04, 2018 07:29
by drazkers
DataPhreak wrote: Mon May 22, 2017 21:48 I think your plate needs a cherry on top. Just about every other vj platform supports this. It's open source. You could probably figure it out over the weekend. Inputs are predefined in the source file.

https://www.interactiveshaderformat.com/sketches/488

Code: Select all

/*{
  "CREDIT": "by mojovideotech",
  "CATEGORIES": [
    "Automatically Converted"
  ],
  "DESCRIPTION": "",
  "INPUTS": [
    {
      "MAX": [
        1,
        1
      ],
      "MIN": [
        0,
        0
      ],
      "DEFAULT": [
        0.5,
        0.5
      ],
      "NAME": "center",
      "TYPE": "point2D"
    },
    {
      "MAX": [
        10,
        10
      ],
      "MIN": [
        0.5,
        0.5
      ],
      "DEFAULT": [
        2,
        2.25
      ],
      "NAME": "shape",
      "TYPE": "point2D"
    },
    {
      "NAME": "speed",
      "TYPE": "float",
      "DEFAULT": 0.5,
      "MIN": 0.0001,
      "MAX": 1
    },
    {
      "NAME": "rotation",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0.005,
      "MAX": 0.5
    },
    {
      "NAME": "R",
      "TYPE": "float",
      "DEFAULT": 0.05,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "G",
      "TYPE": "float",
      "DEFAULT": 0.125,
      "MIN": 0,
      "MAX": 0.5
    },
    {
      "NAME": "B",
      "TYPE": "float",
      "DEFAULT": 0.25,
      "MIN": 0,
      "MAX": 0.5
    }
  ]
}*/
That's super easy to grep. Then all you have to do is incorporate the loader, which is open source. It's OpenGL based, so there shouldn't be any issues. Pick one platform, release it as a beta feature. See what happens. If it's too much trouble, pull it.
Literally zero ones on pc, I don’t think people realize it’s probably easy on Mac but a world of programming pain on PC. Especially if vidvox moves to metal.

Would be super sweet, and I’d have a ball. But I’m waiting on Resolume to really nail down R6 before they start adding major features.