resources from SHADER PROTOTYPING CLASS taught by Patricio González Vivo on 10/25/22

WHERE WE’RE BEAMING IN FROM

🌐  seattle 🌐  new york city 🙂 🌐  Queens NY 🌐  Paris here 🌐  SF 🌐  Turkey 🌐  Baltimore :D 🌐  Mystic, CT! 🌐  Hello from Belgium 🌐  India 🌐  Colombia! 🌐  Portland OR ! 🌐  Australia 🌐  Honduras 🌐  hola Uruguay! 🌐  Rhode Island 🌐  Costa Rica 🌐  Hello from Monterrey Mexico! 🌐  Hello from Amsterdam 👋🏾 🌐  Canada! 🌐  Colorado, US 🌐  Canada! 🌐  Montreal 🌐  Hello from Malaysia! 🌐  Barcelona!! 🌐  Afternoon from Sao Paulo, Brazil! 🌐  Leipzig Germany! 🌐  Philippines!! 🌐  Romania! 🌐  New Jersey, US 🌐  Toronto, Canada 🌐  Brazil/Portugal :) 🌐  Hello from Armenia !! 🌐  Hello from Manhattan! 🌐  Brooklyn NYC 🌐  brooklyn! 🌐  LV 🌐  Monterrey! Jaja saludos compa 🌐  london 🌐  Manchester! 🌐  Geneva, Switzerland 🌐  Berlin 🌐  San Francisco 🌐  Miami, US 🌐  Cologne Germany! 🌐  Paris France 🌐  Italy 🌐  Lisbon, Portugal! 🌐  Los Angeles! 🌐  Serbia 🌐  Nashville TN 🌐  Plymouth, England 🌐  San Francisco 🌐  croatia 🌐  Sydney, Australia 🌐  Montpellier, France 🌐  Wrocław, Poland 🌐  Croatia 🌐  Risør, Norway 🌐  France !! 🌐  Los Angeles! 🌐  Detroit, MI, USA 🌐  Florida, USA 🌐  Sweden 🌐  India 🌐  Germany :) 🌐  London, England 🌐  Washington DC, USA 🌐  Denver CO USA... 🌐  🇲🇽 🌐  London 🌐  Cheers from Brazil! 🌐  Let's get shady!

SHADER ZONE DISCORD LINK

https://shader.zone/join.html

TIPS FROM THE CHAT / GETTING THINGS RUNNING

💡 Marc Lavallée: hint for Linux users: recompile glslViewer from the git repo, for performance and to avoid some issues.

💡 Leon Fedotov: 3.0.4 is latest release and in apt-get/brew

💡 Mario Carrillo: git pull && git submodule init && git submodule update

^ update repos before starting

<aside> 💡 makefile convo

→ Marcus Round: makefile was not mentioned in the class prep document ;_; → bruno: you can use makefile with cmake → Aaron Wu: you can also just run the commands in the makefile lol → willstall: @marcus checkout the 'comple on' section in docs...shows you how to install make → Melissa Wiederrecht: Yeah I don't have 'make' either but you can just copy the line into the console - "glslViewer 00_m_platform.frag -l" → willstall: or run cmds → Bora: For everybody who doesn't have make program. You can also copy & paste the make command. For example, this example make 00_platform, you can also execute it like: glslViewer 00_m_platform.frag -l. Just check the Makefile file to understand what I mean

</aside>

💡 Guido Schmidt: the defines come from the shaders, not the obj file, they are kind of like constants, which can be checked to change behaviour of the shader

💡 Liyi: https://github.com/patriciogonzalezvivo/glslViewer/wiki/Interacting-with-GlslViewer for all these console commands

💡 rob: https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#buffers-and-render-passes to show the special render pass defines

<aside> 💡 → Julius Tarng: in a normal shader evironment you would manually set up the material and background passes as separate shaders, then render that to an FBO, then the final post processing shader can read it as a texture2d. so glslviewer is just automating that for workflow purposes here ❓ Whats an FBO → Colin - tomorrowevening: FBO = frame buffer object, term referenced from openframeworks → darth: FBO is a "Frame buffer object", basically a render texture → Julius Tarng: sorry, FBO = framer buffer object. just some place that a shader's output is stored without rendering to the screen → darth: https://learnopengl.com/Advanced-OpenGL/Framebuffers this explains it

</aside>

💡 Jan Mróz: Whoa, documentation of this glslViewer is really nice, I wanted to ask some more questions but all of them were answered in the docs, nice :D

^ glslViewer docs: https://github.com/patriciogonzalezvivo/glslViewer/wiki