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Lightfield

239 bytes removed, 04:15, 1 June 2015
To Do
*desaturate and other image processing in shader
**rgb2hsv, hsv2rgb: http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
*optimize full-res shader**GLSL optimizations - https://www.opengl.org/wiki/GLSL_Optimizations*GLSL math functions - http://www.shaderific.com/glsl-functions/*GLSL reference (OpenGL 3.3, GLSL 1.5) https://www.khronos.org/files/opengl-quick-reference-card.pdf*read multiple, arbitrary textures, including tile num for each camera (along with x and y pos)*switch between textures/scenes on the fly*integrate mike's fade*Implement full-resolution refocuser... sparse textures (AMD only) tiled resources (DirectX 11/Windows)
*2-pass refocus shader (x and y independently), so as not to nest loops
**http://openframeworks.cc/tutorials/graphics/shaders.html
**http://web.archive.org/web/20141112041923/http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader
**https://github.com/spite/Wagner/blob/master/fragment-shaders/circular-blur-fs.glsl
*GLSL math functions - http://www.shaderific.com/glsl-functions/
*GLSL reference (OpenGL 3.3, GLSL 1.5) https://www.khronos.org/files/opengl-quick-reference-card.pdf
'''Projection'''
*fill 7'9" vertical @ 11'5" with HaNa's short throw.

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