#N canvas 263 22 1013 708 10;
#X declare -path . -path .. -path data -path ../data -path ev-in -path
../ev-in -path ev-main -path ../ev-main -path ev-pano -path ../ev-pano
-path ev-pro -path ../ev-pro -path libs/gil -path ../libs/gil -path
libs/kollabs -path ../libs/kollabs -path media -path ../media -path
ev-glsl -path ../ev-glsl -lib Gem;
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#X obj 6 -2 cnv 15 925 16 empty empty EXTENDED_VIEW_GLSL-MODULE 2 8
0 14 -99865 -262144 0;
#X text 61 540 (c)2012 Marian Weger \; part of EXTENDEDVIEW toolkit/
gpl v3;
#X obj 632 160 cnv 15 300 300 empty empty controls_for_shader 20 12
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#X obj 439 316 loadbang;
#X obj 417 317 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144
-1 -1;
#X obj 389 380 pix_image;
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#X msg 417 344 open ../media/cam2.jpg;
#X obj 389 225 gemhead;
#X obj 650 195 loadbang;
#X msg 650 428 gain \$1 \$2 \$3 \$4;
#X obj 389 268 alpha;
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#X msg 650 217 1;
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#X obj 141 102 t b f;
#X obj 181 102 t b f;
#X obj 221 102 t b f;
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#X obj 101 42 inlet;
#X obj 141 42 inlet;
#X obj 181 42 inlet;
#X obj 221 42 inlet;
#X obj 101 204 outlet;
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#X restore 650 406 pd pack4;
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#X text 432 266 needed only \, if the shader;
#X text 432 279 works with alpha.;
#X text 737 275 These controls are only for the;
#X text 737 288 "gain" shader loaded in this;
#X text 739 301 example.;
#X text 739 331 Other shaders might need;
#X text 739 344 different controls.;
#X obj 6 24 cnv 15 360 250 empty empty description 5 12 0 12 -233017
-66577 0;
#X text 9 41 This abstraction loads pairs of GLSL Fragment and Vertex-Shaders
\, and applies them to the gemlist.;
#X text 18 142 <name>.frag contains the fragment shader.;
#X text 18 158 <name>.vert contains the vertex shader.;
#X text 8 92 This abstraction needs specific "<name>.frag" \, "<name>.vert"
and "<name>.ctl.pd" files \, sitting in the "./glsl" folder \, where:
;
#X obj 6 286 cnv 15 360 60 empty empty creation_arguments: 5 12 0 12
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#X text 9 308 1st: shader name;
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#X text 11 379 Inlet 1: GEMlist;
#X text 201 379 Outlet 1: GEMlist;
#X text 11 394 Inlet 2: Shader controls;
#X text 18 176 <name>.ctl.pd is a small pd abstraction with the controls
of the shader. A template can be found in here:;
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#X obj 394 127 gemwin 20;
#X msg 430 103 0 \, destroy;
#X msg 394 77 dimen 800 600 \, color 0.5 0.5 0.5 \, create \, 1;
#X text 437 59 CLICK HERE TO START:;
#X obj 79 617 ../ev-main/ev_declare;
#X text 81 596 load required pathes;
#X obj 6 445 cnv 15 360 70 empty empty GUI_controls 5 12 0 12 -204800
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#X text 11 475 on/off --- on (shader active) \, off (shader inactive)
;
#X text 121 214 Template for "<name>.ctl.pd";
#X obj 389 577 pix_texture;
#X obj 389 679 rectangle 4 3;
#X msg 464 610 \$3 \$2;
#X obj 464 632 /;
#X obj 464 654 * 4;
#X text 514 616 scale rectangle automatically to the aspect ratio of
the texture.;
#X text 575 523 apply the shader that is specified by creation argument
;
#X msg 406 553 rectangle 1;
#X obj 406 531 loadbang;
#X text 486 554 "rectangle texturing" needed for this shader;
#X obj 411 436 bng 15 250 50 0 empty empty bang_to_reload_shaders 17
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#X obj 151 236 glsl/name.ctl;
#X text 69 236 Look inside:;
#X obj 389 481 ev_glsl mygain dummy gain;
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#X coords 0 708 1 707 85 60 0;
