When adding a new Shader, by using the website Shadertoy, the source code is send to virtualDJ, and compiled by the application itself, and the result is saved into the folder C:\Users\``USER NAME``\Documents\VirtualDJ\Plugins64\Visualisations as a .vdjshader and is also added to the XML file named shaderslist.xml.
My question is .. can we compile them outside VirtualDJ, then add them manually into the same folder, and also add it into the XML...
Why I wanna do that? Simply, to be able to use custom textures .. etc...
unless there is a simple way to use CUSTOM textures...
Also it would be a very good idea to add parameters the the user can control...(outside the shaders) probably as values that can be read by the shader as variables...
The only posibility I have tought right away, is to define constant arrays containing the pixels of the textutres...
Let me know what are the possibilities imagined by the VirtualDJ DEV TEAM ... meanwhile, I am going to experiment...
Daniel Massicotte, stuck behing a keyboard since 1979, doing c, c++, assembler and shaders...
My question is .. can we compile them outside VirtualDJ, then add them manually into the same folder, and also add it into the XML...
Why I wanna do that? Simply, to be able to use custom textures .. etc...
unless there is a simple way to use CUSTOM textures...
Also it would be a very good idea to add parameters the the user can control...(outside the shaders) probably as values that can be read by the shader as variables...
The only posibility I have tought right away, is to define constant arrays containing the pixels of the textutres...
Let me know what are the possibilities imagined by the VirtualDJ DEV TEAM ... meanwhile, I am going to experiment...
Daniel Massicotte, stuck behing a keyboard since 1979, doing c, c++, assembler and shaders...
Posté Fri 22 Dec 23 @ 4:03 pm
Yes, My experiments have done the expected result... Yes, I have been able to encode some bitmap fonts as well as images into arrays and access the few things available from Virtual DJ, like audio, and a few other things, but it would be very interesting if someone could just give me the possibilities, for example, if we can map the video frames from the video playing in a deck of VDJ as a texture on a shader... It is possible in wix.. and also in Unreal engine by using "uniform" variables... I can find any information... Please, someone... Help me, I am certainly not the first one who wants to do it... !!!
Posté Sun 24 Dec 23 @ 6:25 am
I know exactly what is missing in the shaders, simply adding a parameter icon that can open a small panel, like any other effects, to let programmers add some parameters to shaders ( values controller thru virtual potentiometers, like others effects) and those values can be accessed within the shaders using shared values like in JavaScript when using glsl shaders....
Posté Tue 02 Jan 24 @ 7:52 am
I don't think we/Atomix are allowed to steal and change shaders
They are most likely the intellectual property of each of the shader developers on the shadertoy website
EDIT: Actually the default permissions are no too strict:
.. but I'm still not sure it would be allowed to generally inject stuff into it - the important part is of course that everyone can still se the original creators
They are most likely the intellectual property of each of the shader developers on the shadertoy website
EDIT: Actually the default permissions are no too strict:
Quote :
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
.. but I'm still not sure it would be allowed to generally inject stuff into it - the important part is of course that everyone can still se the original creators
Posté Tue 02 Jan 24 @ 10:36 am
iMouse could be used, instead of reading the mouse, there could be a couple of dials and a couple of buttons.
Questionably useful with anything that exists already that uses iMouse but could be interesting to have a couple of levers for future shaders made with that in mind.
Questionably useful with anything that exists already that uses iMouse but could be interesting to have a couple of levers for future shaders made with that in mind.
Posté Tue 02 Jan 24 @ 10:48 am