Here is how you prepare effects for the addonpack:
To provide the nodelist with information about a shader that others find it easier, you should use the following keywords at the beginning of the shader code:
Writing a variable in the toplevel of the shader creates an input pin for you. For simple pin names you do not have to do anything special, just start with a capital letter:
Creates a pin named 'Alpha' with default value 0.
This will create a pin named 'Alpha' with default value 1.
In case you have a more complex name for your pin write it like this:
This will create a pin named 'Alpha of Gradient Center' with default value 1.
You can also tell the vvvv GUI to constrain the value:
Especially when porting shader-code from public libraries you will often notice that a code like
creates only a float input with 4 slices.
Just insert the Semantic
to get a 'real' ColorInput.
If you want to transform a texture on a regular shape you would intuitively expect the center of rotation and scaling in the middle of the texture. But the default center of transform is the texture coordinate (0, 0), which is the upper left corner of your texture.
To counteract this, we provide the convenience sematic 'TEXTUREMATRIX' for you:
You should use this semantic every time when you intend to use the transform matrix if this pin to transform texture coordinates.
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