Multiple effects on single object

Loving the new graphics 2.0 but for the life of me i cant manage to get multiple effects on a single object, is it a case of only 1 or is it possible? 

Cant find any reference in the documentation either?

AppThat - sounds like you may be asking about this:

http://coronalabs.com/blog/2013/10/17/tutorial-multi-pass-shaders-in-graphics-2-0/

But if not, just ignore my post. Someone else will help out soon :slight_smile:

ah yep Thank you that was just the ticket, took a bit of fiddling to work it out but working perfectly! 

This app is for some rather big brands too (one international)  :slight_smile:

Would love to hear about it when you are ready. Feel free to email me: david AT coronalabs

I had a quick play with this tonight too (nothing major, just combing the gaussian blur with saturate) and it works generally, but I seem to have found an instance where it partially fails. Here is my shader:

[lua]local kernel    = {}

kernel.language = “glsl”

kernel.category = “filter”

kernel.name     = “saturateGaussianBlur”

kernel.graph    = 

{

        nodes = {

                horizontal = { effect = “filter.blurHorizontal”, input1 = “paint1” },

                vertical   = { effect = “filter.blurVertical”,   input1 = “horizontal” },

                saturate   = { effect = “filter.saturate”,       input1 = “vertical” },

        },

        output = “saturate”,

}

return kernel[/lua]I have a snapshot and within that are several other snapshots with the filter applied.

It works when I do the following:

  1. I change the filter settings.

  2. I :invalidate() the overall snapshot

Lo and behold, the overall snapshot changes to reflect the filters. Great!

But, if I :invalidate() any of the inner snapshots, followed by :invalidate() the overall snapshot, I only see part of the filter effect - specifically the saturate still works, but I get no blurring. Any clue what might be going on?

I should also point out that the above custom filter, even when tweaked to only have 2 layers, causes a freeze on android, but I’m not unduly worried as I know the android build isn’t quite in the same place as the simulator and iOS builds.

[EDIT] Failed on mac build too. Is this feature not implemented in the builds yet?

Yeah i had some mixed results as well (Although no documentation yet so its deving in the dark a bit) its still early days i guess. 

Looking into this - is there a sample project you could send? It seems the multipass filter is working, but there are some mixed results on snapshots only?

I’ll try to do a simple demo tonight but may not have time. If not, tomorrow for sure.

AppThat - sounds like you may be asking about this:

http://coronalabs.com/blog/2013/10/17/tutorial-multi-pass-shaders-in-graphics-2-0/

But if not, just ignore my post. Someone else will help out soon :slight_smile:

ah yep Thank you that was just the ticket, took a bit of fiddling to work it out but working perfectly! 

This app is for some rather big brands too (one international)  :slight_smile:

Would love to hear about it when you are ready. Feel free to email me: david AT coronalabs

I had a quick play with this tonight too (nothing major, just combing the gaussian blur with saturate) and it works generally, but I seem to have found an instance where it partially fails. Here is my shader:

[lua]local kernel    = {}

kernel.language = “glsl”

kernel.category = “filter”

kernel.name     = “saturateGaussianBlur”

kernel.graph    = 

{

        nodes = {

                horizontal = { effect = “filter.blurHorizontal”, input1 = “paint1” },

                vertical   = { effect = “filter.blurVertical”,   input1 = “horizontal” },

                saturate   = { effect = “filter.saturate”,       input1 = “vertical” },

        },

        output = “saturate”,

}

return kernel[/lua]I have a snapshot and within that are several other snapshots with the filter applied.

It works when I do the following:

  1. I change the filter settings.

  2. I :invalidate() the overall snapshot

Lo and behold, the overall snapshot changes to reflect the filters. Great!

But, if I :invalidate() any of the inner snapshots, followed by :invalidate() the overall snapshot, I only see part of the filter effect - specifically the saturate still works, but I get no blurring. Any clue what might be going on?

I should also point out that the above custom filter, even when tweaked to only have 2 layers, causes a freeze on android, but I’m not unduly worried as I know the android build isn’t quite in the same place as the simulator and iOS builds.

[EDIT] Failed on mac build too. Is this feature not implemented in the builds yet?

Yeah i had some mixed results as well (Although no documentation yet so its deving in the dark a bit) its still early days i guess. 

Looking into this - is there a sample project you could send? It seems the multipass filter is working, but there are some mixed results on snapshots only?

I’ll try to do a simple demo tonight but may not have time. If not, tomorrow for sure.