Filters4Processing
A growing collection of pixel shaders ported to Processing to be used with the filter()
function. Most of these shaders come from the excellent Shadertoy by Iñigo Quilez.
Note: This repository focuses on filters. If you want to port any other type of shader from Shadertoy to Processing, check out this other repository Shadertoy2Processing
Filters
Gaussian blur
Barrel Blur Chroma
Barrel & Pincushion
Bicubic Filter
Bilateral Filter (denoise)
Contrast, Saturation, Brightness
Dithering
Edge filter
Metaballs
Droste
Usage
This is a minimal example showing how to import a shader file in Processing and use it as a filter.
Note: Some shaders require additional uniforms. For details, refer to the example sketches included.
// Create an image object
PImage myImage;
// Create a shader object
PShader myFilter;
void setup() {
size( 512, 512, P2D );
// Import the image file
myImage = loadImage( "texture.jpg" );
// Import the shader file
myFilter = loadShader( "shader.glsl" );
// Pass the size of the window to the shader
myFilter.set("sketchSize", float(width), float(height));
}
void draw() {
// Draw the image on the scene
image( myImage, 0, 0 );
// Apply the shader to the scene
filter( myFilter );
}
Notes about porting filters from Shadertoy
Shadertoy and Processing both have their own quirks when it comes to shader programming. We need to make some changes in order to make Shadertoy code work with Processing.
Replace:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
-> void main( void )
Replace all:
iChannel0
->texture
fragCoord
->gl_FragCoord
fragColor
->gl_FragColor
There is more to it than this but these tips should cover most basic filters.
Now go dig for some shaders and help us extend the library of filters available for Processing!
Acknowledgments
Thanks to all the Shadertoy contributors for their hard work. This collection wouldn't exist without them. Thanks to Andres Colubri for his work on the Processing Shader API.
License
All shaders from Shadertoy belong to there respective authors. Unless otherwise specified in the shader file, they are licensed under Creative Commons (CC BY-NC-SA 3.0)