Author an editorial HTML+SVG diagram with the Diagram Design kit - choose the visual type, read its reference, start from an example, and satisfy the safety and accessibility contract that diagram_write({kind:"html"}) enforces.
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Shader formats for VJ and live-visual hosts - ISF (GLSL plus JSON metadata, which Resolume reads directly) and FFGL (FreeFrameGL, a C++ plugin ABI). What each one is, what the port renames, and exactly what this row can and cannot produce.
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查看安装方法安装前可以查看交给 AI 代理的指令内容。
Two formats, two very different things. Getting them mixed up wastes a day.
| ISF | FFGL | |
|---|---|---|
| what it is | a shader file format: GLSL + a JSON block | a C++ plugin ABI: a compiled .dll/.so/.bundle |
| what you write | one .fs file (or an .fs with the JSON prepended) | C++ against the FFGL SDK |
| what the host loads | the shader | the binary |
| can this row make one | yes, complete | a scaffold only - never a build |
ISF is "GLSL with inputs declared". The host parses a JSON block, builds the
controls, and calls main() with uniforms set. Two shapes exist: the JSON as a
leading comment block in the same file, or a separate .json. This row emits both
(target=isf gives <name>.fs and <name>.json).
The uniforms ISF itself provides:
| name | type | meaning |
|---|---|---|
RENDERSIZE | vec2 | render target size in pixels |
TIME | float | seconds |
TIMEDELTA | float | seconds since the last frame |
FRAMEINDEX | int | frame counter |
PASSINDEX | int | index of this pass |
inputImage | sampler2D | the incoming image |
isf_FragNormCoord | vec2 | normalised coordinate, 0..1 |
And the entry point is void main() writing gl_FragColor - not mainImage.
That is the whole port from a Shadertoy-style source:
/* ISF 2 shader */
#version 100
precision highp float;
uniform vec2 RENDERSIZE;
uniform float TIME;
uniform sampler2D inputImage;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / RENDERSIZE;
fragColor = vec4(uv.x, uv.y, 0.5 + 0.5 * sin(TIME), 1.0);
}
void main() {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
mainImage(color, gl_FragCoord.xy);
gl_FragColor = color;
}
Notice what did not change: the maths, the functions, the precision statement. A port is a rename of the entry point and the uniforms, and it is worth doing by hand the first time so you know what the tool did.
The JSON metadata, smallest useful form:
{
"DESCRIPTION": "Colour ramp with a pulse",
"ISFVSN": "2",
"INPUTS": [
{ "NAME": "inputImage", "TYPE": "image" },
{ "NAME": "speed", "TYPE": "float", "MIN": 0.0, "MAX": 4.0, "DEFAULT": 1.0, "LABEL": "Speed" }
]
}
TYPE is float, bool, long, color, point2D, image, audio or
event. MIN/MAX/DEFAULT become the control's range; LABEL is what a person
sees. A float input becomes a uniform float speed; in the shader - the NAME and
the uniform name are the same, which is why ISF names are conventionally lower case
and have no u_ prefix.
Hosts read inputImage as the input pass and composite the output. If your shader
ignores inputImage it is a generator rather than an effect: declare it anyway and
say so in the description, or omit it and accept that some hosts will not offer it
as an effect.
shader_target target=isf does to your sourceiResolution -> RENDERSIZE, iTime -> TIME, iTimeDelta ->
TIMEDELTA, iFrame -> FRAMEINDEX, iMouse -> MOUSEvoid main() that calls mainImage and writes gl_FragColor@paramMOUSE only when the source used iMouse - and it is not an ISF
standard input, so the note says to drop it or keep it in your JSON.json with one INPUT per @paramMOUSE is the honest weak spot: ISF has no standard pointer input. Some hosts
expose one as point2D; if yours does not, delete the uniform and the code that
reads it rather than shipping a shader that samples an unset uniform.
FFGL (FreeFrameGL) is a C++ plugin interface: the host loads a shared library
and calls methods on a CFFGLPlugin. The shader is embedded in the C++ as a string,
compiled at InitGL, and drawn in ProcessOpenGL. There is no shader file to hand
anyone.
So shader_target target=ffgl emits a scaffold: the GLSL verbatim as a raw
string literal, one comment line per uniform, the entry points declared as TODOs,
and a checklist in the header. It is not buildable, and it says so in its first
line, because:
What the scaffold gives you is the part that is hard: the shader, its uniform map, and the order of operations.
target=web and
run it in a browser you already have.es100. ISF and most FFGL hosts are ES 1.00-era: any
#version 300 es construct has to be rewritten (out -> gl_FragColor,
in/out varyings -> varying, texture() -> texture2D()).precision highp float; is there.NAME exactly.iChannel0-style Shadertoy leftovers: an ISF host supplies inputImage, and
an FFGL host supplies nothing unless you bind it.还没有评价。欢迎分享你的使用感受。
无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。
还没有评论。来写第一条吧。
Author an editorial HTML+SVG diagram with the Diagram Design kit - choose the visual type, read its reference, start from an example, and satisfy the safety and accessibility contract that diagram_write({kind:"html"}) enforces.
中文简介正在准备中。当前显示原文说明。
Control this machine's Docker or Podman engine through the docker_* tools - read the engine's state first, list containers and images, inspect one, tail its logs, pull an image and start it, then stop, restart or remove what you started. Covers the engine that is asleep behind Docker Desktop and the exact call for each verb, the confirm rule removals obey, and the flags the tools deliberately do not have.
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Drive ffmpeg through the media_run tool as an argv array - remux instead of re-encode, map streams explicitly, trim at keyframes, scale and crop, extract audio and frames, and build GIFs, contact sheets and concatenations. Covers the flags this pack injects, reading a failure from its exit code and last log lines, and the version-dependent spellings to hedge.
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Read a media file's real structure with ffprobe through media_run - the JSON invocation and how to read it, what every family of field means, how to count frames, sample without decoding everything, detect HDR and interlacing, and diagnose a missing duration, a stream with no frames or a container that lies. Covers when media_probe's own report is already enough.
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Writing a fragment shader that looks like something - the full-screen triangle, uv space, signed distance fields, noise and fbm, domain warping, raymarching budgets, tone mapping and banding. Every example compiles. Read this when the task is "make it look good", not "make it compile".
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Use when the user wants to design, redesign, shape, critique, audit, polish, simplify, harden, animate, or otherwise improve a frontend interface: websites, landing pages, dashboards, product UI, components, forms, settings, onboarding, empty states, and native iOS or Android screens. Handles UX review, hierarchy, layout, typography, color, motion, UX copy, accessibility, responsive behavior, edge cases, and capturing or documenting design systems (DESIGN.md, tokens). Also for making bland UI bolder, loud UI quieter, or ambitious visual effects. Not for backend-only or non-UI tasks.
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