A collection of GLSL fragment shader effects for Oceanode via ofxOceanodeTextures.
Each .glsl file in Effects/ is automatically registered as an Oceanode node at startup by ofxOceanodeTextures. The node name is the filename (without .glsl), and all parameters are declared in the first line of the file as a comment:
//ParamName:defaultValue:minValue:maxValue, Param2:default:min:max, ...
| Syntax | Type | Shader uniform |
|---|---|---|
Name:default:min:max |
Float knob | uniform float Name + uniform sampler2D NameTex |
Name:color |
Color picker | uniform vec4 Name |
Name:texture |
Texture input | uniform sampler2D Name |
Every float parameter also accepts a texture patch via its NameTex port for per-pixel modulation.
Every node also has a Bypass toggle and a Draw On Event inspector option built in.
Copy the contents of Effects/ into the bin/data/Effects/ folder of your Oceanode application. Restart the app — the new nodes will appear in the Effects category.
| File | Description |
|---|---|
AngleColor.glsl |
Polar angle map from a configurable center, with radius and decay blending |
Binarize.glsl |
Binarizes the input to black/white with threshold; optional mask modes |
BlurTrail.glsl |
Horizontal Gaussian blur (incremental weighted variant) |
BlurTrail2.glsl |
Horizontal Gaussian blur (direct per-sample variant) |
CircularGradient.glsl |
Radial luminosity gradient with position and scale control |
CircularGradient Extended.glsl |
Radial gradient with per-pixel angle output and border decay |
CircularGradientEx2.glsl |
Extended radial gradient with angle offset, radius and soft border |
CircularGradientEx3.glsl |
Dual-scale radial gradient with independent size axes for luma and angle |
ColorBalance.glsl |
Independent RGB channel gain multipliers |
Grayscale.glsl |
BT.709 grayscale conversion with brightness, contrast and gamma controls |
HSLFilter.glsl |
Hue shift, saturation and lightness control via HSV color space |
Invert.glsl |
Color inversion with a continuous blend parameter |
Levels.glsl |
Input/output levels remapping with gamma correction |
Luma.glsl |
Luminance threshold with smoothstep soft edge |
Overflow.glsl |
Wraps values past 1.0 using modulo, with a multiplier |
Test.glsl |
Simple opacity/brightness multiplier (development utility) |
WorkingSpectrogram.glsl |
Scrolling spectrogram: shifts texture left each frame, feeds new column from a second texture |
columnHistogram.glsl |
Scrolling histogram: shifts texture left each frame, copies a specified column |
diagonalBendStretch.glsl |
Diagonal band distortion with configurable bend angle and slope |
metaballs.glsl |
Animated metaballs generator (uses a time uniform) |