Difference between revisions of "GLSL MAT"

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{{Summary|OPfamily=MAT|OPtype=glsl|OPlabel=GLSL|OPlicense=Non-Commercial|OPclass=glslMAT_Class|OPfilter=False
 
{{Summary|OPfamily=MAT|OPtype=glsl|OPlabel=GLSL|OPlicense=Non-Commercial|OPclass=glslMAT_Class|OPfilter=False
  
|short=
+
|short=The GLSL MAT allows you to write or import custom materials into TouchDesigner.
  
|long=
+
|long=The GLSL MAT allows you to write or import custom materials into TouchDesigner. When there are compile errors in a GLSL [[shader]], a blue/red checkerboard ''error'' shader will be displayed.
 +
 
 +
For more information on writing a shader, see [[Write a GLSL Material]], and the [[:Category:GLSL|GLSL Category]].
  
 
}}
 
}}
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=glslversion|Parlabel=GLSL Version|Parorder=0
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=glslversion|Parlabel=GLSL Version|Parorder=0
  
|Parsummary=
+
|Parsummary=Pick what version of GLSL to compile the shader with.
  
 
|Paritems=
 
|Paritems=
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{{ParDatRef|OPfamily=MAT|OPtype=glsl|Parname=vdat|Parlabel=Vertex Shader|Parorder=1
 
{{ParDatRef|OPfamily=MAT|OPtype=glsl|Parname=vdat|Parlabel=Vertex Shader|Parorder=1
  
|Parsummary=
+
|Parsummary=Path to the DAT that holds the vertex shader code.
  
 
}}
 
}}
 
{{ParDatRef|OPfamily=MAT|OPtype=glsl|Parname=pdat|Parlabel=Pixel Shader|Parorder=2
 
{{ParDatRef|OPfamily=MAT|OPtype=glsl|Parname=pdat|Parlabel=Pixel Shader|Parorder=2
  
|Parsummary=
+
|Parsummary=Path to the DAT that holds the pixel shader code.
  
 
}}
 
}}
{{ParButton|OPfamily=MAT|OPtype=glsl|Parname=loaduniformnames|Parlabel=Load Uniform Names|Parorder=3
+
{{ParButton|OPfamily=MAT|OPtype=glsl|Parname=loadvariablenames|Parlabel=Load Variable Names|Parorder=3
  
|Parsummary=
+
|Parsummary=his will read all the declared (and used) uniforms in the compiled GLSL shader, and fill in the various name fields for the uniform parameters.
  
 
}}
 
}}
{{ParButton|OPfamily=MAT|OPtype=glsl|Parname=clearuniformnames|Parlabel=Clear Uniform Names|Parorder=4
+
{{ParButton|OPfamily=MAT|OPtype=glsl|Parname=clearvariablenames|Parlabel=Clear Variable Names|Parorder=4
  
|Parsummary=
+
|Parsummary=This will clear all of the name fields for the uniform parameters.
  
 
}}
 
}}
 
{{ParDatRef|OPfamily=MAT|OPtype=glsl|Parname=gdat|Parlabel=Geometry Shader|Parorder=5
 
{{ParDatRef|OPfamily=MAT|OPtype=glsl|Parname=gdat|Parlabel=Geometry Shader|Parorder=5
  
|Parsummary=
+
|Parsummary=Path to the DAT that holds the geometry shader code.
  
 
}}
 
}}
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=inprim|Parlabel=Input Primitive Type|Parorder=6
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=inprim|Parlabel=Input Primitive Type|Parorder=6
  
|Parsummary=
+
|Parsummary=The type of geometry that will be inputed into the Geometry Shader.
  
 
|Paritems=
 
|Paritems=
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=outprim|Parlabel=Output Primitive Type|Parorder=7
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=outprim|Parlabel=Output Primitive Type|Parorder=7
  
|Parsummary=
+
|Parsummary=The type of geometry that the Geometry Shader will output.
  
 
|Paritems=
 
|Paritems=
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{{ParInteger|OPfamily=MAT|OPtype=glsl|Parname=numout|Parlabel=Num Output Vertices|Parorder=8
 
{{ParInteger|OPfamily=MAT|OPtype=glsl|Parname=numout|Parlabel=Num Output Vertices|Parorder=8
  
|Parsummary=
+
|Parsummary=The maximum number of vertices the Geometry Shader will output.
  
 
}}
 
}}
 
{{ParToggle|OPfamily=MAT|OPtype=glsl|Parname=twocolor|Parlabel=Two Sided Coloring|Parorder=9
 
{{ParToggle|OPfamily=MAT|OPtype=glsl|Parname=twocolor|Parlabel=Two Sided Coloring|Parorder=9
  
|Parsummary=
+
|Parsummary=Enables support for two-sided coloring. When this is enabled the Vertex and/or Geometry shader can write to gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor and gl_BackSecondaryColor and the correct color will be placed into gl_Color and gl_SecondaryColor in the Pixel shader depending on if the primitive's front face or back face is facing the camera. When this is disabled the values placed into gl_FrontColor and gl_FrontSecondaryColor are passed to gl_Color and gl_SecondaryColor regardless of which side of the primitive is facing the camera.
  
 
}}
 
}}
 
{{ParMatRef|OPfamily=MAT|OPtype=glsl|Parname=inherit|Parlabel=Inherit Uniforms/Samplers from|Parorder=10
 
{{ParMatRef|OPfamily=MAT|OPtype=glsl|Parname=inherit|Parlabel=Inherit Uniforms/Samplers from|Parorder=10
  
|Parsummary=
+
|Parsummary=This Material will inherit all of the Textures and Uniforms from the GLSL Material referenced in this parameter.
  
 
}}
 
}}
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=lightingspace|Parlabel=Lighting Space|Parorder=11
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=lightingspace|Parlabel=Lighting Space|Parorder=11
  
|Parsummary=
+
|Parsummary=Allows lighting space switch from the current default World Space to legacy Camera Space which was used for TouchDesigner 088.
  
 
|Paritems=
 
|Paritems=
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{{ParameterPage|Pagename=Samplers 1|OPfamily=MAT|items=
 
{{ParameterPage|Pagename=Samplers 1|OPfamily=MAT|items=
  
+
 
 
{{ParString|OPfamily=MAT|OPtype=glsl|Parname=sampler0|Parlabel=Sampler Name|Parorder=0
 
{{ParString|OPfamily=MAT|OPtype=glsl|Parname=sampler0|Parlabel=Sampler Name|Parorder=0
  
|Parsummary=
+
|Parsummary=This is the sampler name that the GLSL program will use to sample from this TOP. The samplers need to be declared at the same dimentions as the TOP (sampler2D for a 2D TOP, sampler3D for 3D TOP).
  
 
}}
 
}}
 
{{ParTopRef|OPfamily=MAT|OPtype=glsl|Parname=top0|Parlabel=TOP|Parorder=1
 
{{ParTopRef|OPfamily=MAT|OPtype=glsl|Parname=top0|Parlabel=TOP|Parorder=1
  
|Parsummary=
+
|Parsummary=This is the TOP that will be referenced by the above sampler name above it.
  
 
|Paritems=
 
|Paritems=
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0extendu|Parlabel=Extend U|Parorder=2
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0extendu|Parlabel=Extend U|Parorder=2
  
|Parsummary=
+
|Parsummary=Sets the extend mode for the U coordiate/direction. Refer to [[Texture Extend Modes]] for more information.
  
 
|Paritems=
 
|Paritems=
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0extendv|Parlabel=Extend V|Parorder=3
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0extendv|Parlabel=Extend V|Parorder=3
  
|Parsummary=
+
|Parsummary=Sets the extend mode for the V coordiate/direction.  Refer to [[Texture Extend Modes]] for more information.
  
 
|Paritems=
 
|Paritems=
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0extendw|Parlabel=Extend W|Parorder=4
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0extendw|Parlabel=Extend W|Parorder=4
  
|Parsummary=
+
|Parsummary=Sets the extend mode for the W coordiate/direction. Only used for [[3D Textures]].  Refer to [[Texture Extend Modes]] for more information.
  
 
|Paritems=
 
|Paritems=
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0filter|Parlabel=Filter|Parorder=5
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0filter|Parlabel=Filter|Parorder=5
  
|Parsummary=
+
|Parsummary=Controls how this TOP is filtered when it's gets used. See [[Texture Filtering]] for more information.
  
 
|Paritems=
 
|Paritems=
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{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0anisotropy|Parlabel=Anisotropic Filter|Parorder=6
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=top0anisotropy|Parlabel=Anisotropic Filter|Parorder=6
  
|Parsummary=
+
|Parsummary=Controls the level of anisotropic filtering used on the TOP when it's sampled. This results in more samples when sampling a TOP, increasing the texturing quality. Refer to [[Anisotropic Filtering]] for more information.
  
 
|Paritems=
 
|Paritems=
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{{ParString|OPfamily=MAT|OPtype=glsl|Parname=uniname0|Parlabel=Uniform Name|Parorder=0
 
{{ParString|OPfamily=MAT|OPtype=glsl|Parname=uniname0|Parlabel=Uniform Name|Parorder=0
  
|Parsummary=
+
|Parsummary=The name of the uniform.
  
 
}}
 
}}
 
{{ParFloat|OPfamily=MAT|OPtype=glsl|Parname=value0|Parlabel=Value|Parorder=1
 
{{ParFloat|OPfamily=MAT|OPtype=glsl|Parname=value0|Parlabel=Value|Parorder=1
  
|Parsummary=
+
|Parsummary=The value to assign to the uniform. If the uniform is a float the first entry of the four is used, if the uniform is a vec2 the first two entries are used, etc.
  
 
|Paritems=
 
|Paritems=
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{{ParameterPage|Pagename=Arrays 1|OPfamily=MAT|items=
 
{{ParameterPage|Pagename=Arrays 1|OPfamily=MAT|items=
  
+
{{CustomHeader|OPfamily=MAT
 +
 
 +
|CustomHeader=Arrays
 +
|CustomSummary=CHOP Uniforms allow you to send CHOP channel data into a GLSL shader as an array. Depending on the array type used, the number of values you can send into the shader may be limited. If you are using Uniform Arrays, you can use the Built-In variable $SYS_GFX_GLSL_MAX_UNIFORMS to get an idea of how many values you can pass to the shader. Current GPUs are vec4 based for uniform arrays, so the maximum array size is $SYS_GFX_GLSL_MAX_UNIFORMS / 4. Other uniforms will take away from this maximum.
 +
 
 +
If you are using Texture Buffers the maximum array size is far bigger, $SYS_GFX_MAX_TEXTURE_BUFFER_SIZE will tell you the max for this. The max for texture buffer is per texture buffer, and having multiple texture buffers does not take away from the max for each array.
 +
 
 +
}}
 +
 
 
{{ParString|OPfamily=MAT|OPtype=glsl|Parname=chopuniname0|Parlabel=Uniform Name|Parorder=0
 
{{ParString|OPfamily=MAT|OPtype=glsl|Parname=chopuniname0|Parlabel=Uniform Name|Parorder=0
  
|Parsummary=
+
|Parsummary=The name of the uniform.
  
 
}}
 
}}
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=chopunitype0|Parlabel=Type|Parorder=1
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=chopunitype0|Parlabel=Type|Parorder=1
  
|Parsummary=
+
|Parsummary=The type of the uniform. You can send up to 4 channels into the GLSL shader in a single uniform. For a CHOP with a single channel declare your uniform as a float, for one with two channels declare your uniform as a vec2, etc. The data is interleaved in the uniform. I.e., the .x component is the 1st channel, .y is the 2nd channel, etc.
  
 
|Paritems=
 
|Paritems=
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{{ParChopRef|OPfamily=MAT|OPtype=glsl|Parname=chop0|Parlabel=CHOP|Parorder=2
 
{{ParChopRef|OPfamily=MAT|OPtype=glsl|Parname=chop0|Parlabel=CHOP|Parorder=2
  
|Parsummary=
+
|Parsummary=The CHOP whose channels will be sent to the GLSL shader.
  
 
}}
 
}}
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=choparraytype0|Parlabel=Array Type|Parorder=3
 
{{ParMenu|OPfamily=MAT|OPtype=glsl|Parname=choparraytype0|Parlabel=Array Type|Parorder=3
  
|Parsummary=
+
|Parsummary=GPUs can send array data into a GLSL shader using Uniform Arrays or Texture Buffers. A Uniform Array uses very limited memory to store its data, and can be access like any other regular uniform value (but in an array). Texture Buffers use texture memory and texture fetches to access the data, which allows them to store many more values.
 +
 
 +
A Uniform Array is declared and used like this:
 +
 +
<syntaxhighlight>
 +
// Array type is vec3, and it takes up to 20 values from the CHOP
 +
  uniform vec3 arrayName[20];
 +
// Grab the value at index 10
 +
vec3 aValue = arrayName[10];
 +
</syntaxhighlight>
 +
 +
A Texture Buffer is declared and used like this:
 +
 
 +
<syntaxhighlight>
 +
// A texture buffer will also be a vec4, but only the first 1, 2, 3 or 4 component will contain data, depending on the type you choose.
 +
uniform samplerBuffer arrayName;
 +
// sampler the value at index 10. It be default returns a vec4, so change it to a vec3 in this example using .xyz
 +
vec3 aValue = texelFetchBuffer(arrayName, 10).xyz;
 +
</syntaxhighlight>
 +
 
 +
In both cases the index is the 0-based index (an integer) into the array/buffer that you want to get a value for.
 +
 
  
 
|Paritems=
 
|Paritems=
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{{ParMiniMenu|OPfamily=MAT|OPtype=glsl|Parname=chanscope0|Parlabel=Channel Scope|Parorder=4
 
{{ParMiniMenu|OPfamily=MAT|OPtype=glsl|Parname=chanscope0|Parlabel=Channel Scope|Parorder=4
  
|Parsummary=
+
|Parsummary=ou can select which channels from the CHOP will be used to fill the array. Up to the first 4 channels scoped will be used (depending on the type of the uniform array).
  
 
|Paritems=
 
|Paritems=

Revision as of 17:07, 27 July 2017


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Summary
[edit]

The GLSL MAT allows you to write or import custom materials into TouchDesigner. When there are compile errors in a GLSL shader, a blue/red checkerboard error shader will be displayed.

For more information on writing a shader, see Write a GLSL Material, and the GLSL Category.

PythonIcon.png[[{{{opClass}}}]]


Parameters - Page

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Parameters - Page

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Parameters - Page

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Parameters - Page

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Parameters - Page

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Parameters - Page

[edit]

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Parameters - Page

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Parameters - Page

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Parameters - Page

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Parameters - Common Page

Blending

Blending is summing the color value of the pixel being drawn and the pixel currently present in the Color-Buffer. Blending is typically used to simulate Transparency. The blending equation is: Final Pixel Value = (Source Blend * Source Color) + (Dest Blend * Destination Color)


Blending(Transparency) blending - This toggle enables and disables blending. However see the wiki article Transparency.  

Source Color * srcblend - - This value is multiplied by the color value of the pixel that is being written to the Color-Buffer (also know as the Source Color).

  • Zero zero -
  • Dest Color dcol -
  • One Minus Dest Color omdcol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Source Alpha Saturate sas -
  • One one -

Destination Color * destblend - - This value is multiplied by the color value of the pixel currently in the Color-Buffer (also known as the Destination Color).

  • One one -
  • Src Color scol -
  • One Minus Src Color omscol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Zero zero -

Separate Alpha Function separatealphafunc - This toggle enables and disables separate blending options for the alpha values.  

Source Alpha * srcblenda - - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).

  • Zero zero -
  • Dest Color dcol -
  • One Minus Dest Color omdcol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Source Alpha Saturate sas -
  • One one -

Destination Alpha * destblenda - - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).

  • One one -
  • Src Color scol -
  • One Minus Src Color omscol -
  • Source Alpha sa -
  • One Minus Source Alpha omsa -
  • Dest Alpha da -
  • One Minus Dest Alpha omda -
  • Zero zero -

Depth Test

Depth-Testing is comparing the depth value of the pixel being drawn with the pixel currently in the Frame-Buffer. A pixel that is determined to be in-front of the pixel currently in the Frame-Buffer will be drawn over it. Pixels that are determined to be behind the pixel currently in the Frame-Buffer will not be drawn. Depth-Testing allows geometry in a 3D scene to occlude geometry behind it, and be occluded by geometry in-front of it regardless of the order the geometry was drawn.

For a more detailed description of Depth-Testing, refer to the Depth-Test article.


Depth Test depthtest - Enables and disables the Depth-Test. If the depth-test is disabled, depths values aren't written to the Depth-Buffer.  

Depth Test Function depthfunc - - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the Frame-Buffer. If the test fails the pixel is discarded and no changes are made to the Frame-Buffer.

  • Less Than less -
  • Less Than or Equal lessorequal -
  • Equal equal -
  • Greater Than greater -
  • Greater Than or Equal greaterorequal -
  • Not Equal notequal -
  • Always always -

Write Depth Values depthwriting - If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.  

Alpha Test

Alpha-testing allows you to choose to draw or not draw a pixel based on its alpha value.


Discard Pixels Based on Alpha alphatest - This enables or disables the pixel alpha test.  

Keep Pixels with Alpha alphafunc - - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.

  • Less Than less -
  • Less Than or Equal lessorequal -
  • Greater Than greater -
  • Greater Than or Equal greaterorequal -

Alpha Threshold alphathreshold - This value is what the pixel's alpha is compared to to determine if the pixel should be drawn. Pixels with alpha greater than the Alpha Threshold will be drawn. Pixels with alpha less than or equal to the Alpha Threshold will not be drawn.  

Wire Frame

The wire-frame feature will render the geometry as wire-frame, using the actual primitive type used in the render. What this means is surfaces like Metaballs, NURBs and Beziers will become a wire-frame of the triangles/triangle-strips used to render them (since these types of primitives can't be natively rendered in OpenGL).


Wire Frame wireframe - - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.

  • Off off -
  • OpenGL Tesselated Wire Frame tesselated -
  • Topology Wire Frame topology -

Line Width wirewidth - This value is the width that the wires will be. This value is in pixels.  

Cull Face

The cull face parameter will cull faces from the render output. This can be used as an optimization or sometimes to remove artifacts. See Back-Face Culling for more infomation.


Cull Face cullface - - Selects which faces to render.

  • Use Render Setting userender - Use the render settings found in the Render or Render Pass TOP.
  • Neither neither - Do not cull any faces, render everything.
  • Back Faces backfaces - Cull back faces, render front faces.
  • Front Faces frontfaces - Cull front faces, render back faces.
  • Both Faces bothfaces - Cull both faces, render nothing.

Polygon Depth Offset

This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly on-top of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.


Polygon Depth Offset polygonoffset - Turns on the polygon offset feature.  

Offset Factor polygonoffsetfactor -  

Offset Units polygonoffsetunits -  

TouchDesigner Build:

An Operator Family that associates a shader with a SOP or Geometry Object for rendering textured and lit objects.

The term "Frame" is used (1) in the Timeline, (2) as a time-unit in CHOPs, (3) as a time-unit in TOPs, and (4) with movies images which are read and created with TOPs.

The connection of an output of one node to the input of another node in a network. In contrast, see Link.

An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.