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@ddennedy
ddennedy / dash-avc264 command lines
Last active July 27, 2022 03:44
Use ffmpeg and mp4box to prepare DASH-AVC/264 v1.0 VoD
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.
#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));
@rectalogic
rectalogic / CrossZoom.glsl
Last active March 25, 2022 05:10 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
// 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;
@corporateshark
corporateshark / DefocusBlur.glsl
Created May 21, 2014 10:12 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
uniform float progress;
uniform vec2 resolution;
uniform sampler2D from;
uniform sampler2D to;
/*
@P-Seebauer
P-Seebauer / colourDistance.glsl
Created May 21, 2014 07:10 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
// default interpolationPower = 5;
uniform float interpolationPower;
@nwoeanhinnogaehr
nwoeanhinnogaehr / HSVfade.glsl
Created May 20, 2014 23:21 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#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) {
@gre
gre / linearblur.glsl
Created May 20, 2014 22:02 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform float intensity;
const int PASSES = 8;
@benraziel
benraziel / pixelize.glsl
Created May 20, 2014 19:32 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#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);
}
@benraziel
benraziel / random_squares.glsl
Created May 20, 2014 19:07 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#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);
}
@gre
gre / burn.glsl
Created May 20, 2014 09:06 — forked from glslioadmin/TEMPLATE.glsl
GLSL.io Transition (v1)
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform vec3 color;
void main() {