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OceanodeGLSL

A collection of GLSL fragment shader effects for Oceanode via ofxOceanodeTextures.

How it works

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, ...

Parameter types

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.

Installation

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.

Shaders

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)

About

GLSL effect nodes for Oceanode (ofxOceanodeTextures)

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