Book Image

Cinder Creative Coding Cookbook

Book Image

Cinder Creative Coding Cookbook

Overview of this book

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications."Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways. Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications."Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Table of Contents (19 chapters)
Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Adding a blur effect


In this recipe, we will learn how we can apply a blur effect while drawing a texture.

Getting ready

In this recipe, we are going to use a Gaussian blur shader provided by Geeks3D at http://www.geeks3d.com/20100909/shader-library-gaussian-blur-post-processing-filter-in-glsl/.

How to do it…

We will implement a sample Cinder application to illustrate the mechanism. Perform the following steps:

  1. Create a file inside the assets folder with the name passThru_vert.glsl and put the following code snippet inside it:

    void main()
    {
      gl_Position = ftransform();
      gl_TexCoord[0] = gl_MultiTexCoord0;
      gl_FrontColor = gl_Color; 
    }
  2. Create a file inside the assets folder with the name gaussian_v_frag.glsland and put the following code snippet inside it:

    #version 120
    
    uniform sampler2D sceneTex; // 0
    
    uniform float rt_w; // render target width
    uniform float rt_h; // render target height
    uniform float vx_offset;
    
    float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
    float weight[3] =...