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See my DASH-IF presentation from October, 2014: | |
https://s3.amazonaws.com/misc.meltymedia/dash-if-reveal/index.html#/ | |
1. encode multiple bitrates with keyframe alignment: | |
ffmpeg -i ~/Movies/5D2_Portrait.MOV -s 1280x720 -c:v libx264 -b:v 1450k -bf 2 \ | |
-g 90 -sc_threshold 0 -c:a aac -strict experimental -b:a 96k -ar 32000 out.mp4 | |
My input was 30 fps = 3000 ms. If it were 29.97, then a GOP size of 90 frames will yield a base segment | |
size of 3003 milliseconds. You can make the segment size some multiple of this, e.g.: 6006, 9009, 12012. |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
void glitch_memories(sampler2D pic) { | |
vec2 p = gl_FragCoord.xy / resolution.xy; | |
vec2 block = floor(gl_FragCoord.xy / vec2(16)); |
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// Converted from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/CrossZoom/CrossZoom.frag | |
// Which is based on https://github.com/evanw/glfx.js/blob/master/src/filters/blur/zoomblur.js | |
// With additional easing functions from https://github.com/rectalogic/rendermix-basic-effects/blob/master/assets/com/rendermix/Easing/Easing.glsllib | |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform sampler2D from; | |
uniform sampler2D to; | |
/* |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
// default interpolationPower = 5; | |
uniform float interpolationPower; |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
// HSV functions are from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl | |
vec3 hsv2rgb(vec3 c) { |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform float intensity; | |
const int PASSES = 8; |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
float rand(vec2 co){ | |
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
float rand(vec2 co){ | |
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
uniform vec3 color; | |
void main() { |
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