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Ls_Advect.xml
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Ls_Advect.xml
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<ShaderNodePreset SupportsAdaptiveDegradation="0" Description="Advect - pushes an image along the contours of another, like ink in a river; try big soft noise on the second input.
By default the movement is 'around' the shapes in the map input, but the 'Rotate 90' button switches it to move inwards/outwards, or the 'Use map as vectors directly' allows you to use motion vectors or x/y red/green displacement maps.
lewis@lewissaunders.com" Name="Advect" LimitInputsToTexture="True" TimelineUseBack="False">
<Shader OutputBitDepth="Output" Index="1">
<Uniform Index="1" NoInput="Error" Tooltip="" DisplayName="Map" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="map">
</Uniform>
<Uniform Row="4" Col="0" Page="0" Default="False" Tooltip="Enable to use the map input red and green channels as XY vectors directly, instead of calulating gradients" DisplayName="Use map as vectors directly" Type="bool" Name="directvectors">
</Uniform>
<Uniform Row="1" Col="0" Page="0" Default="False" Tooltip="Blur into and out of the contours instead of along the edges" DisplayName="Rotate 90" Type="bool" Name="radial">
</Uniform>
<Uniform ResDependent="None" Max="1024.0" Min="0.5" Default="1.0" Inc="0.1" Tooltip="Size of Sobel kernels used to detect gradients; increase to remove artifacts at the expense of accuracy" Row="2" Col="0" Page="0" DisplayName="Sobel kernel size" Type="float" Name="ksize">
</Uniform>
</Shader>
<Shader OutputBitDepth="Output" Index="2">
<Uniform Index="0" NoInput="Error" Tooltip="" DisplayName="Front" Mipmaps="False" GL_TEXTURE_WRAP_T="GL_CLAMP_TO_EDGE" GL_TEXTURE_WRAP_S="GL_CLAMP_TO_EDGE" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="front" InputType="Front">
</Uniform>
<Uniform Mipmaps="False" GL_TEXTURE_WRAP_T="GL_REPEAT" GL_TEXTURE_WRAP_S="GL_REPEAT" GL_TEXTURE_MAG_FILTER="GL_LINEAR" GL_TEXTURE_MIN_FILTER="GL_LINEAR" Type="sampler2D" Name="adsk_results_pass1">
</Uniform>
<Uniform ResDependent="None" Max="2048.0" Min="-2048.0" Default="8.0" Inc="0.2" Tooltip="Distance to move by" Row="0" Col="1" Page="0" DisplayName="Length" Type="float" Name="blength">
</Uniform>
<Uniform ResDependent="None" Max="1024.0" Min="-1024.0" Default="0.0" Inc="0.1" Tooltip="Slide to the side on each step" Row="1" Col="1" Page="0" DisplayName="Sidestep" Type="float" Name="sidestep">
</Uniform>
<Uniform Inc="0.01" Tooltip="" Row="2" Col="1" Page="0" DisplayName="Offset" Type="vec2" Name="offset" IconType="None">
<SubUniform ResDependent="None" Max="1000000.0" Min="-1000000.0" Default="0.0">
</SubUniform>
<SubUniform ResDependent="None" Max="1000000.0" Min="-1000000.0" Default="0.0">
</SubUniform>
</Uniform>
<Uniform Max="2048" Min="1" Default="32" Inc="1" Tooltip="Number of steps along path, increase to get correct path shape" Row="1" Col="2" Page="0" DisplayName="Path segments" Type="int" Name="samples">
</Uniform>
<Uniform Max="64" Min="1" Default="4" Inc="1" Tooltip="Number of pixel samples, carefully increase for smoothness" Row="2" Col="2" Page="0" DisplayName="Oversampling" Type="int" Name="oversamples">
</Uniform>
<Uniform ResDependent="None" Max="10.0" Min="0.0" Default="1.5" Inc="0.1" Tooltip="Spacing between pixel samples" Row="3" Col="2" Page="0" DisplayName="Softness" Type="float" Name="spacing">
</Uniform>
<Uniform Row="0" Col="3" Page="0" Default="False" Tooltip="Darken samples the less they move" DisplayName="Fade in" Type="bool" Name="fadein">
</Uniform>
<Uniform Row="1" Col="3" Page="0" Default="False" Tooltip="Darken samples the further they move" DisplayName="Fade out" Type="bool" Name="fadeout">
</Uniform>
<Uniform ResDependent="None" Max="16.0" Min="0.0001" Default="4.0" Inc="0.01" Tooltip="Distance by which brightness dies, as a ratio of the path length" Row="2" Col="3" Page="0" DisplayName="Lifetime" Type="float" Name="maxlength">
</Uniform>
<Uniform Row="3" Col="3" Page="0" Default="False" Tooltip="Output gradient vectors from map input instead of distorting, for use with MotionBlur et al" DisplayName="Output vectors" Type="bool" Name="vectors">
</Uniform>
<Uniform Row="4" Col="3" Page="0" Default="False" Tooltip="Normalize vector output around 0.5 instead of 0.0, for use with PixelSpread's Vector Warp mode" DisplayName="Output normalized" Type="bool" Name="normalize">
</Uniform>
<Uniform Inc="0.01" Tooltip="" Row="2" Col="1" Page="1" DisplayName="Bottom left" Type="vec2" Name="bl" IconType="Axis">
<SubUniform ResDependent="None" Max="1000000.0" Min="-1000000.0" Default="0.0">
</SubUniform>
<SubUniform ResDependent="None" Max="1000000.0" Min="-1000000.0" Default="0.0">
</SubUniform>
</Uniform>
<Uniform Inc="0.01" Tooltip="" Row="0" Col="2" Page="1" DisplayName="Top right" Type="vec2" Name="tr" IconType="Axis">
<SubUniform ResDependent="None" Max="1000000.0" Min="-1000000.0" Default="1.0">
</SubUniform>
<SubUniform ResDependent="None" Max="1000000.0" Min="-1000000.0" Default="1.0">
</SubUniform>
</Uniform>
</Shader>
<Page Name="Advect" Page="0">
<Col Name="Map" Col="0" Page="0">
</Col>
<Col Name="Path" Col="1" Page="0">
</Col>
<Col Name="Quality" Col="2" Page="0">
</Col>
<Col Name="Output" Col="3" Page="0">
</Col>
</Page>
<Page Name="Crop" Page="1">
<Col Name="Crop" Col="1" Page="1">
</Col>
<Col Name="Crop" Col="2" Page="1">
</Col>
</Page>
</ShaderNodePreset>