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path: root/Gem/examples/10.glsl/09.vertex_texture_fetching.pd
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#N canvas 239 0 785 526 10;
#X obj 504 69 gemhead;
#X obj 576 346 pack 0 0;
#X obj 597 326 t b f;
#X msg 576 369 link \$1 \$2;
#X floatatom 597 307 2 0 0 0 ID - -;
#X floatatom 576 206 2 0 0 0 ID - -;
#X obj 594 390 print linking;
#X obj 504 480 pix_texture;
#X obj 540 118 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144
-1 -1;
#X obj 28 199 gemhead 1;
#X obj 28 311 gemframebuffer;
#X obj 28 485 pix_texture;
#X obj 28 336 translateXYZ 0 0 -4;
#X obj 28 510 square 4;
#X obj 504 261 glsl_fragment;
#X obj 504 164 glsl_vertex;
#X obj 576 183 change;
#X obj 597 281 change;
#X obj 504 409 glsl_program;
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#X obj 51 98 outlet;
#X obj 51 50 route gem_state;
#X obj 51 74 route 1;
#X connect 0 0 2 0;
#X connect 2 0 3 0;
#X connect 3 0 1 0;
#X restore 540 93 pd load_glsl;
#X msg 514 231 open fetching.frag;
#X msg 518 142 open fetching.vert;
#X obj 504 525 rotateXYZ -30 0 0;
#X obj 504 551 scaleXYZ 3 3 1;
#X obj 28 388 pix_image img1.jpg;
#X msg 46 363 open img2.jpg;
#X text 137 11 This patch need a glsl 3 compliant hardware;
#X text 26 535 draw an image in a framebuffer;
#X text 49 274 this configuration is very important to have full hardware
support for vertex texture fetching;
#X text 306 603 this example uses the framebuffer image in the vertex
shader in the same way you can do in the pixel shader. This is only
possible in this specific configuration (it's a hardware limitation)
;
#X text 137 56 (nvidia 7000 and 8000 series should work \, ati X1000
series does not \, but later should);
#X obj 504 579 mesh_square 200;
#X text 138 28 As in 2007 \, only good (and new) graphic cards are
able to run this patch.;
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#X msg 118 81 reset;
#X obj 118 113 outlet;
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#X connect 1 0 2 0;
#X restore 56 77 pd Gem.init;
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#X obj 102 161 r \$0-gemstart;
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#X msg 350 172 1;
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#X msg 390 172 0;
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#X msg 350 219 set \$1;
#X text 118 122 rendering;
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