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Crosshatch Post-Processing Effect give away
He there!
As I was digging more into GLSL shader programming and its usage inside Vizard, I implemented the code for a crosshatch post-processing effect as a practice. But I thought, maybe it's useful for anybody, so I share it here. It also demonstrates how to partially overlay the original image. Vizard Script: Code:
""" Crosshatch Post Processing Effect with adjustable split screen. """ import viz viz.go() import vizcam vizcam.PivotNavigate(center=[0,1,0],distance=10) viz.add('piazza.osgb') import vizinfo # Setup info panel info = vizinfo.InfoPanel() import vizfx.postprocess class CrosshatchEffect(vizfx.postprocess.BaseShaderEffect): def _getFragmentCode(self): return """ uniform sampler2D vizpp_InputTex; uniform float scale; uniform float vx_offset; uniform float hatch_y_offset; // 5.0 uniform float lum_threshold_1; // 1.0 uniform float lum_threshold_2; // 0.7 uniform float lum_threshold_3; // 0.5 uniform float lum_threshold_4; // 0.3 void main() { vec2 uv = gl_TexCoord[0].xy; vec3 tc = vec3(1.0, 0.0, 0.0); if (uv.x < (vx_offset-0.005)) { float lum_r = texture2D(vizpp_InputTex, uv).r * 0.2126; float lum_g = texture2D(vizpp_InputTex, uv).g*0.7152; float lum_b = texture2D(vizpp_InputTex, uv).b*0.0722; float lum = scale * length(lum_r + lum_g + lum_b); tc = vec3(1.0, 1.0, 1.0); if (lum < lum_threshold_1) { if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } if (lum < lum_threshold_2) { if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } if (lum < lum_threshold_3) { if (mod(gl_FragCoord.x + gl_FragCoord.y - hatch_y_offset, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } if (lum < lum_threshold_4) { if (mod(gl_FragCoord.x - gl_FragCoord.y - hatch_y_offset, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); } } else if (uv.x>=(vx_offset+0.005)) { tc = texture2D(vizpp_InputTex, uv).rgb; } gl_FragColor = vec4(tc, 1.0); } """ def _createUniforms(self): self.uniforms.addFloat('scale',1.0) self.uniforms.addFloat('vx_offset',0.5) self.uniforms.addFloat('hatch_y_offset',5.0) self.uniforms.addFloat('lum_threshold_1',1.0) self.uniforms.addFloat('lum_threshold_2',0.7) self.uniforms.addFloat('lum_threshold_3',0.5) self.uniforms.addFloat('lum_threshold_4',0.3) def setScale(self,scale): self.uniforms.setValue('scale',scale) def getScale(self): return self.uniforms.getValue('scale') def setvx_offset(self,vx_offset): self.uniforms.setValue('vx_offset',vx_offset) def getvx_offset(self): return self.uniforms.getValue('vx_offset') effect = CrosshatchEffect() vizfx.postprocess.addEffect(effect) import vizconfig # Setup config options for post processing effect ppConfig = vizconfig.BasicConfigurable('Crosshatch') ppConfig.addBoolItem('Enable', fget=effect.getEnabled, fset=effect.setEnabled) ppConfig.addFloatRangeItem('Brightness', [0.5,5.0], fget=lambda: effect.getScale(), fset=lambda v: effect.setScale(v)) ppConfig.addFloatRangeItem('Split Screen', [0.0,1.0], fget=lambda: effect.getvx_offset(), fset=lambda v: effect.setvx_offset(v)) vizconfig.register(ppConfig) vizconfig.getConfigWindow().setWindowVisible(True) |
Tags |
crosshatch, effect, glsl, post-process, shader |
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