Color and Alpha in glsl shader instead Gem object
Deleted old audio files
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9 changed files with 369 additions and 613 deletions
20
puredata/glsl/gain.ctl.pd
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20
puredata/glsl/gain.ctl.pd
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#N canvas 360 217 685 451 10;
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#X obj 30 65 t b;
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#X obj 30 43 inlet shader_init;
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#X obj 152 278 outlet shader_data;
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#X obj 152 43 inlet shader_control;
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#X text 325 263 (c)2011 Marian Weger;
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#X obj 152 236 list trim;
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#X obj 152 164 list prepend gain;
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#X obj 152 65 route gain;
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#X obj 152 133 list 1 1 1 1;
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#X obj 152 97 t b a;
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#X connect 0 0 8 0;
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#X connect 1 0 0 0;
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#X connect 3 0 7 0;
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#X connect 5 0 2 0;
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#X connect 6 0 5 0;
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#X connect 7 0 9 0;
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#X connect 8 0 6 0;
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#X connect 9 0 8 0;
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#X connect 9 1 8 1;
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21
puredata/glsl/gain.frag
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puredata/glsl/gain.frag
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect MyTex;
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uniform vec4 gain;
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void main(void)
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{
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vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
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vec4 color_old = texture2DRect(MyTex, vec2(pos.x, pos.y));
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vec4 color_new = color_old;
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color_new.r = clamp(gain.r * color_old.r, 0., 1.);
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color_new.g = clamp(gain.g * color_old.g, 0., 1.);
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color_new.b = clamp(gain.b * color_old.b, 0., 1.);
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color_new.a = clamp(gain.a * color_old.a, 0., 1.);
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gl_FragColor = color_new;
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}
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6
puredata/glsl/gain.vert
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puredata/glsl/gain.vert
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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