GLSL Advanced POP
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Summary[edit]
Refer to the Write GLSL POPs article for more info on using this POP.
In single shader dispatch mode, runs a single compute shader that can read and write to points, verts, and primitive attributes simultaneously.
In per primitive batch mode, runs the shader once per primitive batch.
The number of threads mode defines how many threads are used.
Parameters - Main Page
Compute Shader
computedat - Points to the DAT holding the Compute Shader. Drag & Drop a DAT here, or manually enter the path to the DAT.
Shader Dispatch Mode
shaderdispatchmode - ⊞ - Specifies the compute shader dispatch mode.
- Single Shader Dispatch
single-
- Per Primitive Batch
perprimbatch-
Number of Elements
numelems - The number of elements when setting it manually with a parameter.
POP
numelemspop - POP reference when setting the number of elements from an attribute.
Num Elements Attrib
numelemsclass - ⊞ - Sets the attribute class where the number of elements can be found.
- Num Elements Attrib
numelemsclass-
- Num Elements Attrib
numelemsattr- The attribute to use for the number of elements. The first value is used.
Work Group Size
workgroupsize - ⊞ - Specifies the workgroup size when manually setting the number of threads.
- Work Group Size
workgroupsizex-
- Work Group Size
workgroupsizey-
- Work Group Size
workgroupsizez-
Dispatch Size
dispatchsize - ⊞ - Determines the number of thread groups to launch in each dimension.
- Dispatch Size
dispatchsizex-
- Dispatch Size
dispatchsizey-
- Dispatch Size
dispatchsizez-
Number of Threads per Batch Mode
numthreadsbatchmode - ⊞ - Sets how the number of threads per primitive batch is determined.
- Per Input Vertex
inputvert-
- Per Input Primitive
inputprim-
- Per Output Vertex
outputvert-
- Per Output Primitive
outputprim-
Point Output Attributes
ptoutputattrs - ⊞ - Input point attributes modified by the shader.
- *
*-
Prim Output Attributes
primoutputattrs - ⊞ - Input primitive attributes modified by the shader.
- *
*-
Vert Output Attributes
vertoutputattrs - ⊞ - The vertex attributes to output.
- *
*-
Output Access
outputaccess - ⊞ - Controls whether the attribute buffers can only be read from or read from and written to.
- Write Only
writeonly-
- Read-Write
readwrite-
Initialize Output Attributes
initoutputattrs - Copy input attributes values for existing attributes, set the attributes values to their defaults for new attributes. It's a separate compute shader dispatch happening before the POP custom compute shader dispatch.
Copy Previous Pass Output to Input
prevpassoutput - Enable copying the previous pass outputs to the next pass inputs.
Passes
npasses - Number of shader passes.
Input
input - Start of Sequential Parameter Blocks managing the inputs of the POP.
In POPs
input0pops - Allows to specify additional input POPs besides connected POPs.
TDSimplexNoise()
simplexnoise - ⊞ - Sets the implementation to use for a simplex noise method that can be called in the shader.
- Performance
performance-
- Quality
quality-
Number of Threads
numthreadsmode - ⊞ - Selects how to set the number of threads for the custom compute shader dispatch.
- Per Input Point
inputpoint-
- Per Input Vertex
inputvert-
- Per Input Primitive
inputprim-
- Per Max Output Point
outputpoint-
- Per Max Output Vertex
outputvert-
- Per Max Output Primitive
outputprim-
- Manual Number of Elements
numelems-
- Number of Elements from Attribute
numelemsattrib-
- Manual Number of Threads
manual-
Parameters - Output Page
Render
render - Enables rendering in the viewer. Disable when output data is in an intermediate or non-renderable state
Max Points
maxpointsmode - ⊞ - Determines if the maximum number of points is determined by the input or by a custom value.
- Max Points
maxpointsmode-
- Max Points
maxpoints- Sets the max number of points. If the POP point count info is on the CPU, that's the actual number of points.
Point Count Info
pointcountinfo - ⊞ - Input point count source.
- From Input
input-
- From Attributes
fromattrs-
- From Max Parameters
fromparams-
Point Count
pointcountmode - ⊞ - Output point count source.
- From Input
input-
- Zero
zero-
- Set
set-
Point Count POP
pointcountpop - POP that holds the point count.
Point Count Attribute
pointcountclass - ⊞ - Attribute class of the attribute that holds the point count.
- Point Count Attribute
pointcountclass-
- Point Count Attribute
pointcountattr- Attribute that holds the point count.
Max Triangles
maxtrianglesmode - ⊞ - Specifies how to set the max number of triangle primitives. If the POP topology info is on the CPU, that's the actual number of triangle primitives.
- Max Triangles
maxtrianglesmode-
- Max Triangles
maxtriangles- Sets the max number of triangle primitives. If the POP topology info is on the CPU, that's the actual number of triangle primitives.
Max Quads
maxquadsmode - ⊞ - Specifies how to set the max number of quadrilaterals primitives. If the POP topology info is on the CPU, that's the actual number of quadrilateral primitives.
- Max Quads
maxquadsmode-
- Max Quads
maxquads- Sets the max number of quad primitives. If the POP topology info is on the CPU, that's the actual number of quad primitives.
Max Line Strips
maxlinestripsmode - ⊞ - Specifies how to set the maximum number of line strips.
- Max Line Strips
maxlinestripsmode-
- Max Line Strips
maxlinestrips- Sets the max number of line strip primitives. If the POP topology info is on the CPU, that's the actual number of line strip primitives.
Max Line Strip Verts
maxlsvertsmode - ⊞ - Sets the max number of line strip vertices. If the POP topology is on the CPU, that's the actual number of line strip vertices.
- Max Line Strip Verts
maxlsvertsmode-
- Max Line Strip Verts
maxlsverts- Sets the max number of line strip vertices. If the POP topology is on the CPU, that's the actual number of line strip vertices.
Max Lines
maxlinesmode - ⊞ - Specifies how to set the maximum number of line primitives.
- Max Lines
maxlinesmode-
- Max Lines
maxlines- Sets the max number of line primitives. If the POP topology info is on the CPU, that's the actual number of line primitives.
Max Point Prims
maxpointprimsmode - ⊞ - Specifies how to set the max number of point primitives.
- Max Point Prims
maxpointprimsmode-
- Max Point Prims
maxpointprims- Sets the max number of point primitives. If the POP topology info is on the CPU, that's the actual number of point primitives.
Line Strip Info Update
lsinfoupdate - ⊞ - Allows you to choose how the Line Strip Info buffers get updated.
- Auto
auto-
- Zero
zero-
- Manual
manual-
Line Strip Info POP
lsinfopop - POP with the attribute to use for the Line Strip Info buffer.
Line Strip Info Attribute
lsinfoclass - ⊞ - Sets the attribute class where the line strip info attribute can be found.
- Line Strip Info Attribute
lsinfoclass-
- Line Strip Info Attribute
lsinfoattr- Attribute to use for the Line Strip Info buffer.
Line Strip Index per Vert POP
lsindexpop - POP with the attribute to use for the Line Strip Index per Vert buffer.
Line Strip Index per Vert Attribute
lsindexclass - ⊞ - Sets the attribute class where the line strip index per vertex attribute can be found.
- Line Strip Index per Vert Attribute
lsindexclass-
- Line Strip Index per Vert Attrib
lsindexattr- Attribute to use for the Line Strip Index per Vert buffer.
Max Verts per Line Strip
lsmaxvertsoverride - ⊞ - Specifies you want to set the max number of verts per line strip.allocation.
- Max Verts per Line Strip
lsmaxvertsoverride-
- Max Verts per Line Strip
lsmaxverts- Sets the max number of verts per line strip. Used by some downstream POPs for GPU memory allocation.
Initialize Output Primitives
initoutputprims - ⊞ - Copy input primitives (point index values) and set point index for new primitives to 0.
- Don't Initialize
none-
- Copy input primitives (extra verts 0)
copy-
- Set vertices to 0
zero-
Topology Info
topoinfo - ⊞ - Sets the topology information source.
- From Input
input-
- From Attributes
fromattrs-
- From Max Parameters
fromparams-
Topology Info POP
topoinfopop - Sets reference to a POP where the info attribute can be found.
Topology Info Attributes Class
topoinfoclass - ⊞ - Sets the attribute class where the info attribute can be found.
- Point
point-
- Vertex
vertex-
- Primitive
primitive-
Triangle Count
trianglecountmode - ⊞ - The triangle count when setting it manually with a parameter.
- Triangle Count
trianglecountmode-
- Triangle Count Attribute
trianglecountattr- Specifies the attribute to use to set the triangles count.
Quad Count
quadcountmode - ⊞ - Whether to get the count of quad primitives from the source, set it to 0, or set its value manually.
- Quad Count
quadcountmode-
- Quad Count Attribute
quadcountattr- Specifies the attribute to use to set the quadrilaterals count.
Line Strip Count
linestripcountmode - ⊞ - Whether to get the count of line strips from the source, set it to 0, or set its value manually.
- Line Strip Count
linestripcountmode-
- Line Strip Count Attribute
linestripcountattr- Specifies the attribute to use to set the line count.
Line Strip Vert Count
lsvertcountmode - ⊞ - Whether to get the vertex count of line strips from the source, set it to 0, or set its value manually.
- Line Strip Vert Count
lsvertcountmode-
- Line Strip Vert Count Attribute
lsvertcountattr- Specifies the attribute to use for the line strip vertex count.
Line Count
linecountmode - ⊞ - Whether to get the count of line primitives from the source, set it to 0, or set its value manually.
- Line Count
linecountmode-
- Line Count Attribute
linecountattr- Specifies the attribute to use to set the line count.
Point Prim Count
pointprimcountmode - ⊞ - Whether to get the count of point primitives from the source, set it to 0, or set its value manually.
- Point Prim Count
pointprimcountmode-
- Point Prim Count Attrib
pointprimcountattr- Specifies the attribute to use for the point primitive count.
Parameters - Extra Outputs Page
Extra Output
extraout - Start of Sequential Parameter Blocks to declare additional POP outputs that can be picked with GLSL Select.
Name
extraout0name - The name of the extra output.
POP
extraout0pop - POP reference.
Point Output Attributes
extraout0ptattrs - Input point attributes modified by the shader.
Prim Output Attributes
extraout0primattrs - Input primitive attributes modified by the shader.
Vert Output Attributes
extraout0vertattrs - Input vertex attributes modified by the shader.
Output Access
extraout0outputaccess - ⊞ - Controls whether the attribute buffers can only be read from or read from and written to.
- Write Only
writeonly-
- Read-Write
readwrite-
Copy Previous Pass Output to Input
extraout0prevpassoutput - Enable copying the previous pass outputs to the next pass inputs.
Copy Input Attributes
extraout0copyinputattrs - For allocated output attributes, whether to initialize them with the input values.
Parameters - Create Attribs Page
New Attribute
attr - Start of Sequential Parameter Blocks to create new attributes.
New Attribute Class
attr0class - ⊞ - The attribute class for the new attribute.
- Point
point-
- Vertex
vertex-
- Primitive
primitive-
New Attribute Name
attr0name - ⊞ - Choose to create a predefined attribute or a custom attribute.
- New Attribute Name
attr0name-
- Custom Name
attr0customname- The name of the new cutom attribute.
New Attribute Type
attr0type - ⊞ - Determines the type.
- New Attribute Type
attr0type-
- New Attribute Number of Components
attr0numcomps- Number of components of the new attribute.
Array
attr0isarray - Attribute is an array, for example 5 float3 values is an array of size 5.
Array Size
attr0arraysize - Array Size of the new attribute.
Value
attr0value - ⊞ - Attribute value.
- Value
attr0value0- Attribute value(s).
- Value
attr0value1- Attribute value(s).
- Value
attr0value2- Attribute value(s).
- Value
attr0value3- Attribute value(s).
Matrix Attribute
matattr - Start of Sequential Parameter Blocks to create new matrix attributes.
Matrix Attribute Class
matattr0class - ⊞ - Determines the attribute class where the matrix attribute can be created.
- Point
point-
- Vertex
vertex-
- Primitive
primitive-
Custom Matrix Name
matattr0name - Determines the new matrix attribute name.
Rows
matattr0numrows - Number of rows in the matrix - 2, 3 or 4.
Columns
matattr0numcols - Number of columns in the matrix - 2, 3 or 4.
Array
matattr0isarray - Attribute is an array, for example 5 float3 values is an array of size 5.
Array Size
matattr0arraysize - Nunber of elements in the array of matrices.
Qualifier
matattr0qualifier - ⊞ - Additional detail on how the attribute should be interpreted.
- None
none-
- Transform Matrix
transformMatrix-
Parameters - Colors Page
Pre-Multiply RGB by Alpha
premultcolor - Enable RGB values pre-multiplication with the Alpha.
Color
color - Start of Sequential Parameter Blocks for color uniforms.
Name
color0name - The name of the color uniform.
RGB
color0rgb - ⊞ - RGB Color.
- RGB
color0rgbr-
- RGB
color0rgbg-
- RGB
color0rgbb-
Alpha
color0alpha - Alpha value.
Parameters - Vectors Page
Vector
vec - Start of Sequential Parameter Blocks to define uniform variables.
Name
vec0name - The name of the vector uniform.
Type
vec0type - ⊞ - The numeric representation of the attribute values.
- float
float-
- vec2
vec2-
- vec3
vec3-
- vec4
vec4-
- double
double-
- dvec2
dvec2-
- dvec3
dvec3-
- dvec4
dvec4-
- int
int-
- ivec2
ivec2-
- ivec3
ivec3-
- ivec4
ivec4-
- uint
uint-
- uvec2
uvec2-
- uvec3
uvec3-
- uvec4
uvec4-
Value
vec0value - ⊞ - Vector value.
- Value
vec0valuex-
- Value
vec0valuey-
- Value
vec0valuez-
- Value
vec0valuew-
Parameters - Samplers Page
Sampler
sampler - Start of Sequential Parameter Blocks for Samplers to read from the shader.
Name
sampler0name - The name of the sampler uniform.
TOP
sampler0top - ⊞ - Sets reference to a TOP to sample.
Extend U
sampler0extendu - ⊞ - Controls what is returned from the texture sampling functions when the U texture coordinates are outside [0-1] range.
- Hold
hold-
- Zero
zero-
- Repeat
repeat-
- Mirror
mirror-
Extend V
sampler0extendv - ⊞ - Controls what is returned from the texture sampling functions when the V texture coordinates are outside [0-1] range.
- Hold
hold-
- Zero
zero-
- Repeat
repeat-
- Mirror
mirror-
Extend W
sampler0extendw - ⊞ - Controls what is returned from the texture sampling functions when the W texture coordinates are outside [0-1] range.
- Hold
hold-
- Zero
zero-
- Repeat
repeat-
- Mirror
mirror-
Filter
sampler0filter - ⊞ - Controls the pixel filtering on the input image of the TOP.
- Nearest Pixel
nearest-
- Interpolate Pixels
linear-
Parameters - Arrays Page
Array
array - Start of Sequential Parameter Blocks for array uniforms.
Name
array0name - The name of the array uniform.
Type
array0type - ⊞ - The number of components for the array.
- float
float-
- vec2
vec2-
- vec3
vec3-
- vec4
vec4-
CHOP
array0chop - The CHOP for the current uniform.
Array Type
array0arraytype - ⊞ - The type of uniform array, array or sampler.
- Uniform Array
uniformarray-
- Texture Buffer
texturebuffer-
Parameters - Matrices Page
Matrix
matrix - Start of Sequential Parameter Blocks of matrix uniforms.
Name
matrix0name - The name of the matrix uniform.
Matrix
matrix0value - The value to assign the matrix. For valid ways to specify this, see the Matrix Parameters article.
Parameters - Temp Buffers Page
Temp Buffer
tempbuffer - Start of Sequential Parameter Blocks for Temporary buffers used to pass information to the shader as uniforms.
Name
tempbuffer0name - The name of the temporary buffer.
Initial Value
tempbuffer0initval - Initial value for the current temporary buffer.
Constant
const - Start of Sequential Parameter Blocks for Specialization Constants.
Name
const0name - The name of the constant.
Value
const0value - Constant value.
Parameters - Page
Parameters - Common Page
Bypass
bypass - Pass through the first input to the output unchanged.
Free Extra GPU Memory
freeextragpumem - Free memory that has accumulated when output memory has grown and shrunk.
Delete Input Attributes
delinputattrs - Only output which attributes you specify in this POP - helps isolate attributes into a separate branch.
Parameter Color Space
parmcolorspace - ⊞ - Controls how all color parameters on this node are interpreted. The color values as treated as being in the selected color space, and are converted to the Working Color Space before they are used as part of the node's operation. Note that this does not change the color space of the node itself, as that is always in the Working Color Space.
- sRGB
srgb- sRGB color space, with sRGB transfer function. Considered an SDR color space with respect to Reference White.
- sRGB - Linear
srgblinear- sRGB color space, with linear transfer function. Considered an SDR color space with respect to Reference White.
- Rec.601 (NTSC)
rec601ntsc- Rec.601 with NTSC primaries color space, with Rec.601 transfer function. Considered an SDR color space with respect to Reference White.
- Rec.709
rec709- Rec.709 color space, with Rec.709 (same as Rec.2020) transfer function. Considered an SDR color space with respect to Reference White.
- Rec.2020
rec2020- Rec.2020 color space, with Rec.2020 (same as Rec.709) transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3
dcip3- DCI-P3 color space, with D65 white point and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3 (D60)
dcip3d60- DCI-P3 "D60 sim" color space, with D60 white point, and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- Display-P3 (D65)
displayp3d65- Display-P3 color space, with D65 white point, and sRGB gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACES2065-1
aces2065-1- ACES 2065-1 (also known as ACES AP0) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACEScg
acescg- ACEScg (also known as ACES AP1) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- Passthrough
passthrough- When selected, the color values will be used as-is in the operation, without any modification or attempt to convert them into the Working Color Space.
Parameter Reference White
parmreferencewhite - ⊞ - When converting a parameter color value to the Working Color Space, this controls how it should be treated with respect to Reference White. If the Working Color Space is the same Reference White, then no adjustment is done. If they are different, then the Reference White level (brightness) of this color will be adjusted to the range expected by the Working Color Space. For example if the project is set to have a SDR Reference White of 120 nits, and the HDR Reference White is 80 nits, then a color of (1, 1, 1), which is 120 nits in the SDR color space, will be converted to be (1.5, 1.5, 1.5), which is 120 nits still in the HDR Working Color Space.
- Default For Color Space
default- Will use either the SDR or the HDR Reference White, based on the color space selected.
- Use Parent Panel
useparent- Will use the Reference White that the parent panel has selected. If the top-level panel also has 'Use Parent' selected, then 'UI Reference White' will be used.
- Standard (SDR)
sdr- Will treat the Parameter Color Space as SDR for it's reference white value.
- High (HDR)
hdr- Will treat the Parameter Color Space as HDR for it's reference white value.
- UI
ui- Will treat the Parameter Color Space as UI for it's reference white value. This uses the 'UI Reference White Nits' value for it's brightness.
Parameter Color Space
parmcolorspace - ⊞ - Controls how all color parameters on this node are interpreted. The color values as treated as being in the selected color space, and are converted to the Working Color Space before they are used as part of the node's operation. Note that this does not change the color space of the node itself, as that is always in the Working Color Space.
- sRGB
srgb- sRGB color space, with sRGB transfer function. Considered an SDR color space with respect to Reference White.
- sRGB - Linear
srgblinear- sRGB color space, with linear transfer function. Considered an SDR color space with respect to Reference White.
- Rec.601 (NTSC)
rec601ntsc- Rec.601 with NTSC primaries color space, with Rec.601 transfer function. Considered an SDR color space with respect to Reference White.
- Rec.709
rec709- Rec.709 color space, with Rec.709 (same as Rec.2020) transfer function. Considered an SDR color space with respect to Reference White.
- Rec.2020
rec2020- Rec.2020 color space, with Rec.2020 (same as Rec.709) transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3
dcip3- DCI-P3 color space, with D65 white point and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- DCI-P3 (D60)
dcip3d60- DCI-P3 "D60 sim" color space, with D60 white point, and 2.6 gamma transfer function. Considered an HDR color space with respect to Reference White.
- Display-P3 (D65)
displayp3d65- Display-P3 color space, with D65 white point, and sRGB gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACES2065-1
aces2065-1- ACES 2065-1 (also known as ACES AP0) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- ACEScg
acescg- ACEScg (also known as ACES AP1) color space, with a linear gamma transfer function. Considered an HDR color space with respect to Reference White.
- Passthrough
passthrough- When selected, the color values will be used as-is in the operation, without any modification or attempt to convert them into the Working Color Space.
Parameter Reference White
parmreferencewhite - ⊞ - When converting a parameter color value to the Working Color Space, this controls how it should be treated with respect to Reference White. If the Working Color Space is the same Reference White, then no adjustment is done. If they are different, then the Reference White level (brightness) of this color will be adjusted to the range expected by the Working Color Space. For example if the project is set to have a SDR Reference White of 120 nits, and the HDR Reference White is 80 nits, then a color of (1, 1, 1), which is 120 nits in the SDR color space, will be converted to be (1.5, 1.5, 1.5), which is 120 nits still in the HDR Working Color Space.
- Default For Color Space
default- Will use either the SDR or the HDR Reference White, based on the color space selected.
- Use Parent Panel
useparent- Will use the Reference White that the parent panel has selected. If the top-level panel also has 'Use Parent' selected, then 'UI Reference White' will be used.
- Standard (SDR)
sdr- Will treat the Parameter Color Space as SDR for it's reference white value.
- High (HDR)
hdr- Will treat the Parameter Color Space as HDR for it's reference white value.
- UI
ui- Will treat the Parameter Color Space as UI for it's reference white value. This uses the 'UI Reference White Nits' value for it's brightness.
Operator Inputs
- Input 0: -
Info CHOP Channels
Extra Information for the GLSL Advanced POP can be accessed via an Info CHOP.
Common POP Info Channels
Common Operator Info Channels
- total_cooks - Number of times the operator has cooked since the process started.
- cook_time - Duration of the last cook in milliseconds.
- cook_frame - Frame number when this operator was last cooked relative to the component timeline.
- cook_abs_frame - Frame number when this operator was last cooked relative to the absolute time.
- cook_start_time - Time in milliseconds at which the operator started cooking in the frame it was cooked.
- cook_end_time - Time in milliseconds at which the operator finished cooking in the frame it was cooked.
- cooked_this_frame - 1 if operator was cooked this frame.
- warnings - Number of warnings in this operator if any.
- errors - Number of errors in this operator if any.
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