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Saturday, January 12, 2008
Quartz Composer Patch : Super Tile with Mask
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraLotsOfHearts.qtzThis kernel applies the mask_image ala msBlackMergeAlphaFromGrey and then tiles the image to input_subdivisions.

kernel vec4 msBlackSuperTileMask(sampler input_image, sampler mask_image, float input_subdivisions)
{
float subdivisions = (input_subdivisions);
/* float subdivisions = int(input_subdivisions); */ // for discrete subdivisions
vec2 image_size = samplerSize(input_image);
vec2 mask_size = samplerSize(mask_image);
vec2 box_size = floor(image_size/subdivisions);
vec2 pixel_coord = samplerCoord(input_image);
vec2 maxel_coord = samplerCoord(mask_image);
vec2 box_coord = mod(pixel_coord,box_size)*subdivisions;
vec2 normal_coord = mod(pixel_coord,box_size)/box_size;
vec2 mask_coord = normal_coord*mask_size;
vec4 pixel = sample(input_image, box_coord);
vec4 maxel = sample(mask_image, mask_coord);
pixel.a = clamp((maxel.x+maxel.y+maxel.z)/3.0,0.0,1.0);
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Super Tile with Mask 0 comments

Quartz Composer Patch : Sawtooth Mask
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraVHSPlayBack.qtzThis kernel evaluates the sawtooth waveform at each vertical pixel location, x, and computes the alpha based on the value of the function at that point.


const float M_PI = 3.1415926535897932384;
const float period_degrees = 180.0;

float inverse_saw(float in_angle_degrees)
{
float angle_degrees = clamp(in_angle_degrees,0.0, period_degrees);
float value_normal = angle_degrees/period_degrees;
float value_if_nz = (value_normal*2.0 - 1.0);
float value = (angle_degrees==0.0) ? 0.0 : -1.0*value_if_nz;
return value;
}

kernel vec4 msBlackHorizontalSawMask(sampler input_image, float input_frequency, float input_amplitude, float input_offset, float input_phase)
{
vec2 image_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
vec4 pixel = sample(input_image, pixel_coord);
float pixel_y_normal = pixel_coord.y/image_size.y;
float degrees = (pixel_y_normal* period_degrees);
float phase = clamp(input_phase* period_degrees,0.0, period_degrees);
float alpha = input_offset + (input_amplitude * mod(phase+input_frequency* inverse_saw(degrees),1.0));
pixel.a = alpha*pixel.a;
return vec4(clamp(pixel, 0.0, 1.0));
}

Blogged by Ms. Black under Quartz Composer Patch : Sawtooth Mask 0 comments

Quartz Composer Patch : Desaturate and Invert, Alpha Unchanged
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraWaffleMatrix.qtzThis kernel desaturates the image and inverts it. Very useful as pre-filter for msBlackMergeAlphaFromGrey.

kernel vec4 msBlackInvertRGBLeaveAlpha(sampler input_image)
{
vec4 pixel = sample(input_image, samplerCoord(input_image));
float average = 1.0-clamp((pixel.x+ pixel.y+ pixel.z)/3.0,0.0,1.0);
pixel.r = average;
pixel.g = average;
pixel.b = average;
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Desaturate and Invert, Alpha Unchanged 0 comments

Quartz Composer Patch : Horizontal Video Smear
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraLackOfRabbitEars.qtzThis kernel takes an input image and a mask image. Using only the center vertical stripe from the mask, the kernel smears the left hand side of the image using the amount of the mask luminance as the offset.

kernel vec4 msBlackVideoSmear(sampler input_image, sampler mask_image)
{
vec2 pixel_size = samplerSize(input_image);
vec2 maxel_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
vec2 maxel_coord = samplerCoord(mask_image);
maxel_coord.x = maxel_size.x * 0.5;
vec4 maxel = sample(mask_image, maxel_coord);
float disturb = clamp(0.333*(maxel.r+maxel.g+maxel.b),0.0,1.0);
vec2 normal_coord = pixel_coord/pixel_size;
float distance_from_left = (1.0-normal_coord.x);
float distance_from_left_sq = distance_from_left* distance_from_left;
float normal_coord_x = clamp(distance_from_left_sq*(disturb+normal_coord.x),0.0,1.0);
float blend_modified = distance_from_left_sq;
float blend_original = 1.0-blend_modified;
normal_coord.x = (blend_modified*normal_coord_x) + (blend_original* normal_coord.x);
vec2 pel_coord = clamp(normal_coord*pixel_size,vec2(0.0),pixel_size);
vec4 pel = sample(input_image, pel_coord);
return pel;
}

Blogged by Ms. Black under Quartz Composer Patch : Horizontal Video Smear 0 comments

Thursday, January 10, 2008
Quartz Composer Patch : Subdivision Tilings with Mask
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraSuperTiling.qtzSimilar to Subdivision Tiles, but with a mask image that is applied in source coordinate space.

kernel vec4 msBlackSuperTileMask(sampler input_image, sampler mask_image, float input_subdivisions)
{
float subdivisions = int(input_subdivisions/2.0);
vec2 image_size = samplerSize(input_image);
vec2 mask_size = samplerSize(mask_image);
vec2 box_size = floor(image_size/subdivisions);
vec2 pixel_coord = samplerCoord(input_image);
vec2 maxel_coord = samplerCoord(mask_image);
vec2 box_coord = mod(pixel_coord,box_size)*subdivisions;
vec2 normal_coord = mod(pixel_coord,box_size)/box_size;
vec2 mask_coord = normal_coord*mask_size;
vec4 pixel = sample(input_image, box_coord);
vec4 maxel = sample(mask_image, mask_coord);
pixel.a = clamp((maxel.x+maxel.y+maxel.z)/3.0,0.0,1.0);
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Subdivision Tilings with Mask 0 comments

Quartz Composer Patch : Subdivision "Tiling"
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: Qamera80sGreenGrid3.qtzThis kernel tiles an image into n-subdivisions. Personally, I find the replicate patch to be somewhat annoying to use. For 2D tilings, this may be useful.

kernel vec4 msBlackSuperTile(sampler input_image, float input_subdivisions)
{
float subdivisions = int(input_subdivisions/2.0);
vec2 image_size = samplerSize(input_image);
vec2 box_size = floor(image_size/subdivisions);
vec2 pixel_coord = samplerCoord(input_image);
vec2 box_coord = mod(pixel_coord,box_size)*subdivisions;
vec4 pixel = sample(input_image, box_coord);
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Subdivision "Tiling" 0 comments

Quartz Composer Patch : Texture "Phase"
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: Qamera80sGreenGrid3.qtzThis takes normal inputs [0...1] for both x and y, and computes new image in texture "phase" space.

kernel vec4 msBlackTexPhase(sampler input_image, float input_phase_x, float input_phase_y)
{
float phase_x = clamp(input_phase_x,0.0,1.0)-0.5;
float phase_y = clamp(input_phase_y,0.0,1.0)-0.5;
vec2 image_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
vec2 normal_coord = pixel_coord/image_size;
normal_coord += vec2(phase_x,phase_y);
vec2 pel_coord = mod(normal_coord*image_size,image_size);
vec4 pel = sample(input_image, pel_coord);
return pel;
}

Blogged by Ms. Black under Quartz Composer Patch : Texture "Phase" 0 comments

Quartz Composer Patch : Color Distortion Maps, YUV
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraYUVMunge.qtzThis kernel distorts the color in the image using two source image "maps". Each image map is evaluated as a greyscale value. This results in an average brightness from 0.0 ... 1.0. Using 0.5 as the center, the source pixel is adjusted in the U and V color axes by the displacements from the maps. The effect is blended back into the source pixel according to amount_normal.

kernel vec4 msBlackColorDisplaceYUV(sampler image, sampler distort_u_map, sampler distort_v_map, float amount_normal)
{
float input_amount = clamp(amount_normal,0.0,1.0);
float inverse_amount = 1.0-input_amount;
const vec3 rgb_y = vec3(0.257, 0.504, 0.098);
const vec3 rgb_u = vec3(-0.148, -0.291, 0.439);
const vec3 rgb_v = vec3(0.439, -0.368, -0.071);
const vec3 yuv_r = vec3(1.0000, 0.0000, 1.4022 );
const vec3 yuv_g = vec3( 1.0000, -0.3457, -0.7145);
const vec3 yuv_b = vec3(1.0000, 1.7710, 0.0000);

vec4 pixel = sample(image, samplerCoord(image));
vec3 pel = pixel;
vec3 distort_u = sample(distort_u_map, samplerCoord(distort_u_map));
vec3 distort_v = sample(distort_v_map, samplerCoord(distort_v_map));

float delta_u = clamp((distort_u.x+distort_u.y+distort_u.z)/3.0,0.0,1.0)-0.5;
float delta_v = clamp((distort_v.x+distort_v.y+distort_v.z)/3.0,0.0,1.0)-0.5;
vec3 pixel_yuv;
pixel_yuv.x = dot(pel,rgb_y);
pixel_yuv.y = dot(pel,rgb_u);
pixel_yuv.z = dot(pel,rgb_v);

pixel_yuv.y = clamp(pixel_yuv.y + delta_u,0.0,1.0);
pixel_yuv.z = clamp(pixel_yuv.z + delta_v,0.0,1.0);

pel.r = dot(pixel_yuv,yuv_r);
pel.g = dot(pixel_yuv,yuv_g);
pel.b = dot(pixel_yuv,yuv_b);

vec3 result = (input_amount*pel) + inverse_amount*vec3(pixel);

return vec4(result.r, result.g, result.b,pixel.a);
}

Blogged by Ms. Black under Quartz Composer Patch : Color Distortion Maps, YUV 0 comments

Friday, January 4, 2008
Quartz Composer Patch : Soft Radial Mask
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: Qamera3DFloatingQubes.qtzThis kernel calculates the alpha of the image based on the distance from the center. The mask fades out according to the input_fade_power.

kernel vec4 msBlackRadialPowerMask(sampler input_image, float input_max_radius, float input_fade_power)
{
vec2 image_size = samplerSize(input_image);
vec2 image_center = image_size*0.5;
vec2 pixel_coord = samplerCoord(input_image);
float pel_distance = distance(pixel_coord,image_center);
vec4 pixel = sample(input_image, pixel_coord);
float distance_ratio = clamp(pel_distance/input_max_radius,0.0,1.0);
float alpha = clamp(1.0-(pow(distance_ratio,input_fade_power)),0.0,1.0);
pixel.a = alpha;
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Soft Radial Mask 0 comments

Quartz Composer Patch : Soft Rectangular Mask
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: Qamera3DDiscoDanceFloor.qtzThis Kernel makes a rectangular mask inset input_pixels from the edge of the source image, and attenuated by the input_fade_power.

float radians_from_degrees(const float in_degrees)
{
const float M_PI = 3.1415926535897932384;
return in_degrees * (M_PI/180.0);
}

kernel vec4 msBlackSoftBoxMask(sampler input_image, float input_pixels, float input_angle_degrees, float input_fade_power)
{
vec2 image_size = samplerSize(input_image);
vec2 image_center = image_size*0.5;
vec2 pixel_coord = samplerCoord(input_image);
vec2 pixel_xy = pixel_coord-image_center;
float theta = radians_from_degrees(input_angle_degrees);
float cos_theta = cos(theta);
float sin_theta = sin(theta);
vec2 rotate_x = vec2(cos_theta,-sin_theta);
vec2 rotate_y = vec2(sin_theta,cos_theta);
float xx = dot(rotate_x, pixel_xy);
float yy = dot(rotate_y, pixel_xy);
pixel_coord = image_center + vec2(xx,yy);
float dist_top = abs(pixel_coord.y-0.0);
float dist_left = abs(pixel_coord.x-0.0);
float dist_right = abs(image_size.x-pixel_coord.x);
float dist_bottom = abs(image_size.y-pixel_coord.y);
vec4 pixel = sample(input_image,samplerCoord(input_image));
const float opaque = 1.0;
float alpha = opaque;
const float power = input_fade_power;
float semi_transparent_left = clamp(pow(dist_left/input_pixels,power),0.0,1.0);
alpha = (dist_left<input_pixels) ? min(semi_transparent_left,alpha): alpha;

float semi_transparent_top = clamp(pow(dist_top/input_pixels,power),0.0,1.0);
alpha = (dist_top<input_pixels) ? min(semi_transparent_top,alpha): alpha;

float semi_transparent_right = clamp(pow(dist_right/input_pixels,power),0.0,1.0);
alpha = (dist_right<input_pixels) ? min(semi_transparent_right,alpha) : alpha;

float semi_transparent_bottom = clamp(pow(dist_bottom/input_pixels,power),0.0,1.0);
alpha = (dist_bottom<input_pixels) ? min(semi_transparent_bottom,alpha) : alpha;

pixel.a = alpha;
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Soft Rectangular Mask 0 comments

Quartz Composer Patch : Sin City Style Color FX
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraSinCityRed.qtzThis kernel simulates a Sin City 1-color only type camera effect. It takes a "find_color" and a "replace_color". It samples each pixel in the source image and calculates the distance (in the RGB cube) from find_color. If the source pixel is within the threshold distance from the find_color, the kernel replaces the pixel in the output image with the replace_color; otherwise, it desaturates the pixel. In the sample, we've mapped the find_color and replace_color to the same color. But if you watch Robert Rodriquez's 15min film school, you will see they used YELLOW as the find_color and RED as the replace color in many situations. Also the sample QTZ has the sensitivity on a LFO to handle different lighting conditions.

kernel vec4 msBlackSinCityColorReplacement(sampler image, float input_threshold_normal, float threshold_sensitivity, __color find_color, __color replace_color)
{
float input_threshold_sensitivity = 2.*(1.0-clamp(threshold_sensitivity,0.0,1.0));
float input_threshold = clamp(pow(input_threshold_normal, input_threshold_sensitivity),0.0,1.0);
vec3 pel_rgb = unpremultiply(sample(image, samplerCoord(image)));
vec3 find_pel = vec3(find_color.r,find_color.g,find_color.b);
vec4 replace_pel = vec3(replace_color.r, replace_color.g, replace_color.b);
replace_pel.a = 1.0;
float distance_in_rgb_cube = distance(find_pel,pel_rgb);
float distance_abs = sqrt(distance_in_rgb_cube*distance_in_rgb_cube);
vec4 pel_avg = (pel_rgb.r + pel_rgb.g + pel_rgb.b)/3.0;
vec4 result = (distance_abs <input_threshold) ? replace_pel : pel_avg;
return result;
}

Blogged by Ms. Black under Quartz Composer Patch : Sin City Style Color FX 0 comments

Quartz Composer Patch : Polar Displacement Maps
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraGlassBeerBottles.qtzThis takes two input images in addition to the primary image input. It samples the delta(radius) and delta(theta) from the displacement maps and then distorts the sample coordinate of the source image by the polar offset given by radius and theta.


float as_radians(const float in_degrees)
{
return in_degrees * (3.14597/180.0);
}

vec2 from_polar(const float in_radius, const float in_theta)
{
float x = in_radius * sin(as_radians(in_theta));
float y = in_radius * cos(as_radians(in_theta));
return vec2(x,y);
}

kernel vec4 msBlackDisplacementMaps(sampler input_image, sampler input_map_radius, sampler input_map_angle, float input_range_normal)
{
float input_range = clamp(input_range_normal,0.0,1.0);
vec2 image_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
vec4 maxel_radius = sample(input_map_radius, samplerCoord(input_map_radius));
vec4 maxel_angle = sample(input_map_angle, samplerCoord(input_map_angle));
float dr_normal = input_range*dot(vec3(maxel_radius),vec3(maxel_radius));
float dt_normal = dot(vec3(maxel_angle),vec3(maxel_angle));
float radius = dr_normal*max(image_size.x, image_size.y);
float angle = dt_normal*360.0;
pixel_coord += from_polar(radius, angle);
return sample(input_image, pixel_coord);
}

Blogged by Ms. Black under Quartz Composer Patch : Polar Displacement Maps 0 comments

Quartz Composer Patch : Rectangular Displacement Maps
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraGlassDecoBricks.qtzThis takes two input images in addition to the primary image input. It samples the dx and dy from the displacement maps and then distorts the sample coordinate of the source image by (dx,dy). This kernel can generate an extremely wide variety of distortion effects simply by manipulating the 2D map images. We're getting everything from glass effects to "Chuck Close" style halftone effects.

kernel vec4 msBlackDisplacementMaps(sampler input_image, sampler input_map_x, sampler input_map_y, float input_range_normal)
{
float input_range = clamp(input_range_normal,0.0,1.0);
vec2 image_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
vec4 maxel_x = sample(input_map_x, samplerCoord(input_map_x));
vec4 maxel_y = sample(input_map_y, samplerCoord(input_map_y));
float dx_normal = input_range*dot(vec3(maxel_x),vec3(maxel_x));
float dy_normal = input_range*dot(vec3(maxel_y),vec3(maxel_y));
pixel_coord.x += dx_normal * image_size.x;
pixel_coord.y += dy_normal * image_size.y;
return sample(input_image, pixel_coord);
}

Blogged by Ms. Black under Quartz Composer Patch : Rectangular Displacement Maps 0 comments

Wednesday, January 2, 2008
Quartz Composer Patch : Sine "Wave"
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraTequila.qtzThis filter evaluates sin(x) at each pixel location, calculates a displacement, and then fetches a pixel offset by the sin fn. Waves, and more.

kernel vec4 msBlackVerticalSineWave(sampler input_image, float input_frequency, float input_amplitude_normal, float input_offset, float input_phase)
{
vec2 image_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
float input_amplitude = clamp(input_amplitude_normal,0.0,1.0)*0.1;
float pixel_y_normal = pixel_coord.y/image_size.y;
const float M_PI = 3.14597;
float sin_y = input_offset + (input_amplitude * sin(M_PI*(input_phase+(input_frequency*pixel_y_normal))));

pixel_coord.y += (sin_y * image_size.y);
vec4 pixel = sample(input_image, pixel_coord);
return vec4(clamp(pixel, 0.0, 1.0));
}

Blogged by Ms. Black under Quartz Composer Patch : Sine "Wave" 0 comments

Tuesday, January 1, 2008
Quartz Composer Patch : Lens Flex Distortion
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraConcave.qtz This filter can flex the image in both inward and outward directions. My goal was to have it take normalized parameters and have the two inward and outward flexes to be symmetrical. Didn't quite get it, but close enough.

kernel vec4 msBlackLensFlex(sampler image, vec2 center, float input_factor_normal, float input_sign, float input_scale_normal)
{
vec2 vector = destCoord() - center;
float distance_from_center = length(vector);
vec2 distance_normal = normalize(vector);
float input_factor = clamp(input_factor_normal,0.0,1.0);
float input_scale = -input_sign*((1.0-input_sign)-clamp(input_scale_normal,0.0,1.0));
float distance_sq = distance_from_center*distance_from_center;
vec2 image_size = samplerSize(image);
float max_factor = max(image_size.x,image_size.y);
float lens_factor = abs(input_factor)*max_factor;
float lens_factor_sq = input_sign*lens_factor*lens_factor;
float dxdy = input_scale * distance_from_center / (1.0 - (distance_sq/lens_factor_sq) );
vec2 pixel_offset = center + dxdy * distance_normal;
vec4 pixel = sample(image, samplerTransform(image, pixel_offset));
return pixel;
}

Blogged by Ms. Black under Quartz Composer Patch : Lens Flex Distortion 0 comments

Quartz Composer Patch : Sin(x) Filter, Horizontal
/* Published by b-l-a-c-k-o-p.com
Copyright (c) 2007-2008
http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
*/
SAMPLE: QameraRabbitEars.qtzThis kernel calculates the function sin(y) at each location in the source image, and builds a mask based on the evaluation of sin(y). RabbitEars emulates an analog TV, and it uses two of these filters in series.

kernel vec4 msBlackHorizontalSineMask(sampler input_image, float input_frequency, float input_amplitude, float input_offset, float input_phase)
{
vec2 image_size = samplerSize(input_image);
vec2 pixel_coord = samplerCoord(input_image);
vec4 pixel = sample(input_image, pixel_coord);
float pixel_y_normal = pixel_coord.y/image_size.y;
float M_PI = 3.14597;
float alpha = input_offset + (input_amplitude * sin(M_PI*(input_phase+(input_frequency*pixel_y_normal))));
pixel.a = alpha*pixel.a;
return vec4(clamp(pixel, 0.0, 1.0));
}

Blogged by Ms. Black under Quartz Composer Patch : Sin(x) Filter, Horizontal 0 comments

 

 
 
 

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