GLSL Multi TOP
Summary
The GLSL Multi TOP renders a GLSL shader into a TOP image. Its parameters and functionality are identical to the GLSL TOP, except it allows for more than 3 inputs.
Refer to the GLSL TOP help page for more information.
Parameters - GLSL Page
glslversion
- ⊞ - Pick what version of GLSL to compile the shader with.
- 1.20
glsl120
-
- 3.30
glsl330
-
- 4.00
glsl400
-
- 4.10
glsl410
-
- 4.20
glsl420
-
- 4.30
glsl430
-
- 4.40
glsl440
-
- 4.50
glsl450
-
- 4.60
glsl460
-
mode
- ⊞ - Choose what type of shader you are writing, vertex/pixel shader, or a compute shader.
- Vertex/Pixel Shader
vertexpixel
-
- Compute Shader
compute
-
predat
-
vertexdat
- Points to the DAT holding the Vertex Shader. Drag & Drop a DAT here, or manually enter the path to the DAT.
pixeldat
- Points to the DAT holding the Pixel Shader. Drag & Drop a DAT here, or manually enter the path to the DAT.
computedat
- Points to the DAT holding the Compute Shader. Drag & Drop a DAT here, or manually enter the path to the DAT.
loaduniformnames
- When this button is pressed the node will try to pre-fill all it's uniform parameter with uniforms that are declare in the shader. Note that the shader compiler will likely not expose uniforms that are unused.
autodispatchsize
- Automatically set the dispatch size based on the compute shader's local size and the output texture resolution. Ensures at least one thread per pixel will execute.
dispatchsize
- ⊞ - The dispatch size to use when executing a compute shader.
- X
dispatchsizex
-
- Y
dispatchsizey
-
- Z
dispatchsizez
-
outputaccess
- ⊞ - Controls how the output textures will be accessed. If the textures will be read from (such as using previous frame's values), then the access should be changed to Read-Write instead of Write Only.
- Write Only
writeonly
-
- Read Only
readonly
-
- Read-Write
readwrite
-
type
- ⊞ - Specify what type of texture to create. When creating a 3D texture the TOP will render once for every slice of the output. Refer to 3D Textures and 2D Texture Arrays for more info.
- 2D Texture
texture2d
- Creates a 2D texture.
- 2D Texture Array
texture2darray
- Creates a 2D Texture Array. Slices of the array can be access using a non-normalized integer index for the w coordinate.
- 3D Texture
texture3d
- Creates a 3D Texture. Slices of the array can be accessed using the w coordinate in the range 0-1. Value of the texture in between slices are interpolated.
depth
- ⊞ - Set the depth of the 3D texture from the Input or the Custom Depth parameter.
- Input
input
-
- Custom
custom
-
customdepth
- Manually set the depth of the 3D texture, otherwise it will use the depth of the input.
clearoutputs
-
clearvalue
- ⊞ -
- Clear Value
clearvaluer
-
- Clear Value
clearvalueg
-
- Clear Value
clearvalueb
-
- Clear Value
clearvaluea
-
inputmapping
- ⊞ - Determines how the node's input(s) are passed into the shader for use when creating a 3D Texture. By default all of the inputs are passed to each slice. When using the N inputs per Slice mode, the first N inputs are passed to the first slice, the next N inputs are passed the second slice, and so on. When it runs out of inputs it loops back to the first input. N is selected by the parameter N Value.
- All Inputs to Every Slice
all
-
- N Input(s) per Slice
ninputs
-
nval
- Determines how many inputs are passed to the shader per slice when using the N inputs per Slice mode for Input Mapping. If for example this is set to 2, then the first 2 inputs will be passed to the first slice, the next 2 inputs will be passed the second slice, and so on. It will loop back to the start of the inputs if it runs out before it reaches the last slice.
inputextenduv
- ⊞ - Controls what is returned from your texture sampling functions when the U and V texture coordinates (called S and T in the shader) are outside [0-1] range.
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
inputextendw
- ⊞ - Controls what is returned from your texture sampling functions when the W texture coordinate (called W in the shader) are outside [0-1] range. Only useful for 3D Texture.
- Hold
hold
-
- Zero
zero
-
- Repeat
repeat
-
- Mirror
mirror
-
numcolorbufs
- Any shader you write can output to more than one RGBA buffer at a time. Turn up this value to have more color buffers allocated for you, and refer to [Write_a_GLSL_TOP#Outputting_to_Multiple_Color_Buffers Write a GLSL TOP] for more information on using this feature.
Parameters - Vectors Page
These are passed as uniforms into your shader. Depending on how the uniform is declared only some of the values of the 4 available per parameter as passes to the shader. For example, if the uniform is declared as a vec2, then only the first 2 values are passed to the shader, the other 2 are ignored.
vec
- Sequence of vector uniforms
vec0name
- The uniform name, as declared in the shader
vec0value
- ⊞ - The value(s) to give the uniform.
- Value
vec0valuex
-
- Value
vec0valuey
-
- Value
vec0valuez
-
- Value
vec0valuew
-
Parameters - Arrays Page
CHOP Uniforms allow you to send CHOP channel data into a GLSL shader as an array. Depending on the array type used, the number of values you can send into the shader may be limited. If you are using Uniform Arrays, you can use the Built-In variable int(var('SYS_GFX_GLSL_MAX_UNIFORMS'))
to get an idea of how many values you can pass to the shader. Current GPUs are vec4 based for uniform arrays, so the maximum array size is int(var('SYS_GFX_GLSL_MAX_UNIFORMS')) / 4
. Other uniforms will take away from this maximum. If you are using Texture Buffers the maximum array size is far bigger, int(var('SYS_GFX_MAX_TEXTURE_BUFFER_SIZE'))
will tell you the max for this. The max for texture buffer is per texture buffer, and having multiple texture buffers does not take away from the max for each array.
array
- Sequence of array uniforms
array0name
- The name of the uniform. You can send up to 4 channels into the GLSL shader in a single uniform. The number of channels is determined by the float/vec2/vec3/vec4 menu to the right of the name. For a CHOP with a single channel declare your uniform as a float, for one with two channels declare your uniform as a vec2, etc. The data is interleaved in the uniform. I.e the .x component is the 1st channel, .y is the 2nd channel, etc.
array0type
- ⊞ - The data type of the uniform in the shader.
- float
float
-
- vec2
vec2
-
- vec3
vec3
-
- vec4
vec4
-
array0chop
- The channels from this CHOP will be sent to the GLSL shader.
array0arraytype
- ⊞ - The type of the uniform.
- Uniform Array
uniformarray
- All GPUs can send array data into a GLSL shader using Uniform Arrays.
- Texture Buffer
texturebuffer
- Newer GPUs can send array data into a GLSL shader using Texture Buffers. Texture Buffers use texture memory and texture fetches to access the data, which allows them to store many more values.
Declare them:
uniform samplerBuffer <uniformname>;
And sample them like this
vec4 val = texelFetch(<uniformname>, i);
Where i is the 0-based index (an integer) into the buffer that you want to get a value for.
Parameters - Matrices Page
matrix
- Sequence of matrix uniforms
matrix0name
- The name of the matrix uniform.
matrix0value
- The value to assign the matrix. For valid ways to specify this, see the Matrix Parameters article.
Parameters - Atomic Counters Page
ac
- Sequence of atomic counter uniforms
ac0name
- The name of the uniform.
ac0initvalue
- ⊞ - Specifies how the atomic counters receive their initial value, either through a single default value or a CHOP.
- Single Value
val
-
- CHOP Values
chop
-
ac0singlevalue
- Specifies a single value that all atomic counters in this binding will be initialized to.
ac0chopvalue
- A reference to the CHOP that will determine the initial values of the atomic counters in this binding. The CHOP will be spanned in track order, so the values from the first track will be read in order first, then the next track (if there is one) and so on. If there are more initial values to fill than there are values in the CHOP then they will all be set to 0. Atomic counters will be initialized from low to high offsets.
Parameters - Constants Page
Specialization Constants can optionally have their values assigned here.
const
- Sequence of constant uniforms
const0name
- The constant name, as declared in the shader.
const0value
- The value to give the constant.
Parameters - Common Page
outputresolution
- ⊞ - quickly change the resolution of the TOP's data.
- Use Input
useinput
- Uses the input's resolution.
- Eighth
eighth
- Multiply the input's resolution by that amount.
- Quarter
quarter
- Multiply the input's resolution by that amount.
- Half
half
- Multiply the input's resolution by that amount.
- 2X
2x
- Multiply the input's resolution by that amount.
- 4X
4x
- Multiply the input's resolution by that amount.
- 8X
8x
- Multiply the input's resolution by that amount.
- Fit Resolution
fit
- Fits the width and height to the resolution given below, while maintaining the aspect ratio.
- Limit Resolution
limit
- The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio.
- Custom Resolution
custom
- Enables the Resolution parameter below, giving direct control over width and height.
resolution
- ⊞ - Enabled only when the Resolution parameter is set to Custom Resolution. Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.
- W
resolutionw
-
- H
resolutionh
-
resmult
- Uses the Global Resolution Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier.
outputaspect
- ⊞ - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)
- Use Input
useinput
- Uses the input's aspect ratio.
- Resolution
resolution
- Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square.
- Custom Aspect
custom
- Lets you explicitly define a custom aspect ratio in the Aspect parameter below.
aspect
- ⊞ - Use when Output Aspect parameter is set to Custom Aspect.
- Aspect1
aspect1
-
- Aspect2
aspect2
-
inputfiltertype
- ⊞ - This controls pixel filtering on the input image of the TOP.
- Nearest Pixel
nearest
- Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
- Interpolate Pixels
linear
- Uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
- Mipmap Pixels
mipmap
- Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.
fillmode
- ⊞ - Determine how the TOP image is displayed in the viewer.
NOTE:To get an understanding of how TOPs work with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.
- Use Input
useinput
- Uses the same Fill Viewer settings as it's input.
- Fill
fill
- Stretches the image to fit the edges of the viewer.
- Fit Horizontal
width
- Stretches image to fit viewer horizontally.
- Fit Vertical
height
- Stretches image to fit viewer vertically.
- Fit Best
best
- Stretches or squashes image so no part of image is cropped.
- Fit Outside
outside
- Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer.
- Native Resolution
nativeres
- Displays the native resolution of the image in the viewer.
filtertype
- ⊞ - This controls pixel filtering in the viewers.
- Nearest Pixel
nearest
- Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
- Interpolate Pixels
linear
- Uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
- Mipmap Pixels
mipmap
- Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.
npasses
- Duplicates the operation of the TOP the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.
chanmask
- Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.
format
- ⊞ - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.
- Use Input
useinput
- Uses the input's pixel format.
- 8-bit fixed (RGBA)
rgba8fixed
- Uses 8-bit integer values for each channel.
- sRGB 8-bit fixed (RGBA)
srgba8fixed
- Uses 8-bit integer values for each channel and stores color in sRGB colorspace.
- 16-bit float (RGBA)
rgba16float
- Uses 16-bits per color channel, 64-bits per pixel.
- 32-bit float (RGBA)
rgba32float
- Uses 32-bits per color channel, 128-bits per pixels.
- 10-bit RGB, 2-bit Alpha, fixed (RGBA)
rgb10a2fixed
- Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
- 16-bit fixed (RGBA)
rgba16fixed
- Uses 16-bits per color channel, 64-bits total per pixel.
- 11-bit float (RGB), Positive Values Only
rgba11float
- A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite).
- 16-bit float (RGB)
rgb16float
-
- 32-bit float (RGB)
rgb32float
-
- 8-bit fixed (Mono)
mono8fixed
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
- 16-bit fixed (Mono)
mono16fixed
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
- 16-bit float (Mono)
mono16float
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
- 32-bit float (Mono)
mono32float
- Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
- 8-bit fixed (RG)
rg8fixed
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel.
- 16-bit fixed (RG)
rg16fixed
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
- 16-bit float (RG)
rg16float
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
- 32-bit float (RG)
rg32float
- A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel.
- 8-bit fixed (A)
a8fixed
- An Alpha only format that has 8-bits per channel, 8-bits per pixel.
- 16-bit fixed (A)
a16fixed
- An Alpha only format that has 16-bits per channel, 16-bits per pixel.
- 16-bit float (A)
a16float
- An Alpha only format that has 16-bits per channel, 16-bits per pixel.
- 32-bit float (A)
a32float
- An Alpha only format that has 32-bits per channel, 32-bits per pixel.
- 8-bit fixed (Mono+Alpha)
monoalpha8fixed
- A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
- 16-bit fixed (Mono+Alpha)
monoalpha16fixed
- A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
- 16-bit float (Mono+Alpha)
monoalpha16float
- A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
- 32-bit float (Mono+Alpha)
monoalpha32float
- A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.
Operator Inputs
- Input 0: - Multi input
Info CHOP Channels
Extra Information for the GLSL Multi TOP can be accessed via an Info CHOP.
Common TOP Info Channels
- resx - Horizontal resolution of the TOP in pixels.
- resy - Vertical resolution of the TOP in pixels.
- aspectx - Horizontal aspect of the TOP.
- aspecty - Vertical aspect of the TOP.
- depth - Depth of 2D or 3D array if this TOP contains a 2D or 3D texture array.
- gpu_memory_used - Total amount of texture memory used by this TOP.
Common Operator Info Channels
- total_cooks - Number of times the operator has cooked since the process started.
- cook_time - Duration of the last cook in milliseconds.
- cook_frame - Frame number when this operator was last cooked relative to the component timeline.
- cook_abs_frame - Frame number when this operator was last cooked relative to the absolute time.
- cook_start_time - Time in milliseconds at which the operator started cooking in the frame it was cooked.
- cook_end_time - Time in milliseconds at which the operator finished cooking in the frame it was cooked.
- cooked_this_frame - 1 if operator was cooked this frame.
- warnings - Number of warnings in this operator if any.
- errors - Number of errors in this operator if any.
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