If you want to expand the functionality of your video editing program, you will usually find several options. The classic is probably the expansion of a program to so -called plugin. However, if you only want to solve small problems occasionally, you are mostly overwhelmed with the plugin API. Without longer familiarization, fast results are rarely expected here. It is not for everyone to set up a compiler environment for development in a high language like C ++ because of a small problem. On the other hand - for example, if you want to automate recurring tasks - many programs can be remotely controlled via scripts. The first steps are usually very quick here. However, most scripting implementations in video editing programs do not allow any changes at the pixel level, but at most the combination of integrated effects. Script languages are usually too slow for changes at the pixel level, because due to the pixel masses, effective number crunching is required how best GPUs can do these days. A new, third way has always appeared in recent years. The pixel shader filter, which are generated in the video application using a GPU code. There was a very promising attempt in this direction early on with Adobe's Pixel Bender. This could be developed (in a language independent of the GPU manufacturer), which even worked like a normal plugin in After Effects afterwards. Unfortunately, Adobe reset the development of Pixel Bender a few years ago. Much more successful (especially not limited to apps for video editing) is against it
Shadertoy.This is a website on which you can develop your own shader with a live editor.Among other things, these even run 1: 1 in the soda composing program.The greatest thing about Shader Toy is, however, that you can study the source code "live" from all uploaded shaders and learn a lot.And this knowledge can be used well as soon as you take a closer look at DCTLs in Resolve ...