Yep… title say nothing about what this will be actually.
Here be the idea:
I’m putting together a series of filters for deforming and manipulating textures via the fragment shader. This should (hopefully) contain all the standard 2d deformsand channel manipulation you would expect to see in a 2d graphics app like, PSP or Photoshop, etc. Eventually, this will be coupled with JME’s lighting fragment shader and used with vertex deform shader I just finished up as a one-stop-shop for animation rendering on the GPU.
Anyways… here is a first run sample of the deform side of it using unshaded textures.
UPDATE: Coming along nicely…
Filters from left to right:
Fisheye static with moving texture
Wave animated with static texture
Mag (mixer) static with moving texture
Can set X & Y depth, size and speed.
Can turn on and off texture movement and deformation animation.
http://youtu.be/_4Eb-Mn8Qjk
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Awesome!!!
Like planets in Eve-online!
It will be cool if this will be added to LightBlow shader… as you said before.
Don’t forget to get the sourcecode: http://code.google.com/p/jme-glsl-shaders/source/checkout
You need to install Mercurial (svn like). Just install “tortoise hg” for your OS.
hey could be useful as a filter too
nice!
@nehon said:
hey could be useful as a filter too
nice!
True true... I'll see about adding motion blurs and some other useful bits and convert it to a filter once it is done.
Update video with new deform filters & options.
Thoughts about converting them to post processing filters.
That wave effect, if set with lower settings, would make a really nice underwater effect if applied to the final rendered frame.
The fisheye lens would make a decent peripheral motion blur if used with with a Gaussian blur and then mixed back into the unfiltered final rendered frame.
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