Hi!
While I've started reading on GLSL again (third try, maybe this time it'll stick :) ), I do not yet know how it works internally...
For many of my sketches, I just used the beautiful bloom effect from the GLGraphics examples, and now I'm looking to port that to Processing 2.0.
While I've found one to one mappings between a lot of the old and new code, there's two calls that confuse me as to how I should re-write them for b0.7; the apply and filter calls in the snippet below:
Seeing that low-lever OpenGL and GLSL is being revamped as we speak for the next release, maybe I'm asking too early... but if there are counterparts to the above calls for P 2.0b0.7 I'd sure love to know about them!
...Now off to reading about GLSL in my new book :D
Thanks!
While I've started reading on GLSL again (third try, maybe this time it'll stick :) ), I do not yet know how it works internally...
For many of my sketches, I just used the beautiful bloom effect from the GLGraphics examples, and now I'm looking to port that to Processing 2.0.
While I've found one to one mappings between a lot of the old and new code, there's two calls that confuse me as to how I should re-write them for b0.7; the apply and filter calls in the snippet below:
- // Extracting the bright regions from input texture.
extractBloom.set("bright_threshold", fx);
extractBloom.apply(glg1, tex0);
// Downsampling with blur.
tex0.filter(blur, tex2);
tex2.filter(blur, tex4);
tex4.filter(blur, tex8);
tex8.filter(blur, tex16);
// Blending downsampled textures.
blend4.apply( new PGraphics[] { tex2, tex4, tex8, tex16 },
new PGraphics[] { bloomMask });
// Final tone mapping into destination texture.
toneMap.set("exposure", fy);
toneMap.set("bright", fx);
toneMap.apply( new PGraphics[] { glg1, bloomMask },
new PGraphics[] { destTex });
Seeing that low-lever OpenGL and GLSL is being revamped as we speak for the next release, maybe I'm asking too early... but if there are counterparts to the above calls for P 2.0b0.7 I'd sure love to know about them!
...Now off to reading about GLSL in my new book :D
Thanks!