01-21-2025, 10:00 AM
(01-18-2025, 08:07 AM)tyFlow Wrote: Have you seen the HLSL shader included in the docs?
https://docs.tyflow.com/tyflow_modifiers...LSLShader/
Not GLSL, but you could port the functions over. Eventually I plan to release versions of the shader converted to other formats. A breakdown of how each mode works would probably help too, since there's some fairly complex data storage happening in a few of them.
I'm currently writing a shader that would support the Tyflow outputs for Touchdesigner.
Personally, it would help if I could reverse engineer the texture. When assuming that a simple position output, rgb would stand for xyz:
- which pixel coordinate corresponds with the first vertex on the first frame?
- where in the texture does this sequence repeats?
I've seen the unity hsls shader, but converting that for personal use is currently a bridge too far, so that's why the reversed engineering approach.
Thank you in advance.