138 lines
3.8 KiB
Markdown
138 lines
3.8 KiB
Markdown
|
|
<h1 align=center>Fragmented</h1>
|
|
|
|

|
|
|
|
<p align=center>An image editing/compositing software for graphics programmers.</p>
|
|
|
|
## Table of Contents
|
|
|
|
- [Supported Platforms](#supported-platforms)
|
|
- [Usage](#usage)
|
|
- [Shaderlib](#shaderlib)
|
|
- [Commandline interface](#commandline-interface)
|
|
- [Known Issues](#known-issues)
|
|
|
|
## Supported Platforms
|
|
|
|
- Linux
|
|
|
|
You can find the latest releases [here](https://github.com/ChaoticByte/Fragmented/releases/latest).
|
|
|
|
## Usage
|
|
|
|
With Fragemented, you are editing images by writing GDShaders. This brings almost endless opportunities to create unique art.
|
|
If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).
|
|
|
|
The repo also includes examples. You can use them as a starting-point to write your own filters.
|
|
|
|
Besides the regular GDShader stuff, Fragmented also has so-called directives. Those allow to further control the behaviour of the application. The most important directive is `//!load` to load an image.
|
|
|
|
### Load TEXTURE using the `//!load` directive
|
|
|
|
```glsl
|
|
//!load <filepath>
|
|
```
|
|
|
|
The main image file will be read and available as the sampler2D `TEXTURE`.
|
|
|
|
#### Load additional images
|
|
|
|
```glsl
|
|
//!load+ <name> <filepath>
|
|
|
|
uniform sampler2D <name>;
|
|
```
|
|
|
|
Have a look at the `place_texture.gdshader` example.
|
|
|
|
### Have multiple steps with `//!steps n`
|
|
|
|
You can apply your shaderfile multiple times. At every additional step, `TEXTURE` is the result of the previous step. This can be used to chain effects that cannot be easily chained otherwise.
|
|
|
|
To query the current step index, a `STEP` uniform is automatically injected. If `steps` is set to `0`, your shader won't be applied at all.
|
|
|
|
Example:
|
|
|
|
```glsl
|
|
//!load ...
|
|
//!steps 5
|
|
|
|
void fragment() {
|
|
if (STEP == 0) {
|
|
...
|
|
} else if (STEP == 1) {
|
|
...
|
|
}
|
|
// ... and so on
|
|
}
|
|
```
|
|
|
|
## Shaderlib
|
|
|
|
> Note: The shaderlib API is still unstable as I am figuring things out. It will be declared stable with version 10.
|
|
|
|
This repo comes with a (still small) shader library including pre-written functions and more.
|
|
Have a look at the `shaderlib` folder.
|
|
|
|
Here is an example:
|
|
|
|
```glsl
|
|
shader_type canvas_item;
|
|
|
|
#include "res://shaderlib/oklab.gdshaderinc"
|
|
|
|
//!load ./images/swamp.jpg
|
|
|
|
void fragment() {
|
|
vec4 oklab = rgb2oklab(COLOR);
|
|
vec4 oklch = oklab2oklch(oklab);
|
|
oklch.z -= 2.0;
|
|
COLOR = oklab2rgb(oklch2oklab(oklch));
|
|
}
|
|
```
|
|
|
|
## Commandline interface
|
|
|
|
You can run Fragmented from the commandline or scripts.
|
|
|
|
> Note: Headless mode is not supported. Using the commandline interface still opens a window.
|
|
|
|
### Usage
|
|
|
|
```
|
|
./Fragmented cmd --shader PATH [--load-image PATH]
|
|
|
|
--shader PATH The path to the shader
|
|
--output PATH Where to write the resulting image to.
|
|
In batch mode, this must be a folder.
|
|
--load-image PATH The path to the image. This will overwrite the
|
|
load directive of the shader file.
|
|
Passing a folder activates batch mode.
|
|
(optional)
|
|
|
|
```
|
|
|
|
You can also run `./Fragmented cmd help` to show the help message.
|
|
|
|
### Batch Mode
|
|
|
|
Since version v8.0, you can pass a directory to `--load-image` and `--output`. This will process all images in the input directory and write the output to the output directory.
|
|
|
|
> Note: You *can* use this feature for video frames, but it will take a loooong time.
|
|
|
|
#### Examples
|
|
|
|
```
|
|
./Fragmented cmd --shader ./examples/oklab.gdshader --output ./output.png
|
|
```
|
|
|
|
```
|
|
./Fragmented cmd --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png
|
|
```
|
|
|
|
## Known Issues
|
|
|
|
- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -> see #45
|
|
- the shaderlib API is still unstable, this will change with version 10
|
|
- commandline interface: `--headless` is not supported
|