GLSL Sandbox
category: code [glöplog]
doesnt seems to works on chrome + macosx 10.6.8.
For some demos (not all) it gives "compiles with error" message.
i dont think it cames from the graphic card because its an ATI Radeon HD 5750 (that should support (at least) shader 3.0 model)
Chrome is up to date and webgl is enabled.
The funny thing is that GLSL works without problems on a laptop (win7) with intel GMA 4500M (not very fast card)
For some demos (not all) it gives "compiles with error" message.
i dont think it cames from the graphic card because its an ATI Radeon HD 5750 (that should support (at least) shader 3.0 model)
Chrome is up to date and webgl is enabled.
The funny thing is that GLSL works without problems on a laptop (win7) with intel GMA 4500M (not very fast card)
in last sentence by "GLSL" i mean "GLSL Sandbox demos" of course....
I wish the 'update as you type' feature could be turned off
who cares?
Tigrou scroll back a few pages to see a few other reports of the same issue, then start using safari or Firefox ;)
Weyland, why? Live update rules!
Weyland, why? Live update rules!
My experience so far:
* Newer Intel GMA (Ubuntu): no bugs encountered so far but limited to rather simple shaders. Easily reaches the point of having "no registers to spill" or even crashing the browser.
* AMD: full of bugs. It's not the latest driver (Catalyst 11.12 from 2011-12-20) but IMHO that shouldn't mean so many bugs. Examples include "for" never breaking on "if (x < .0) break;" and simple arithmetics that fail unless I modify them in a way that can't be optimized away by the compiler (e.g. by adding 1e-10).
* Nvidia (I guess it was Nvidia but not 100% sure): A few tested shaders worked without problems, but - that compiler can fail when it encounters a non-ASCII chars within a comment (example: /* r = sqrt(x²+y²) */) .
Also, turning off (or at least delaying) "update as you type" would be handy when compile times are about a second or more than that. In that case I usually add an intentional syntax error so I don't get interrupted while coding.
An effect (flying through hyperbolic space) that made my head spinning while getting all the math stuff done but now it's done:
* Newer Intel GMA (Ubuntu): no bugs encountered so far but limited to rather simple shaders. Easily reaches the point of having "no registers to spill" or even crashing the browser.
* AMD: full of bugs. It's not the latest driver (Catalyst 11.12 from 2011-12-20) but IMHO that shouldn't mean so many bugs. Examples include "for" never breaking on "if (x < .0) break;" and simple arithmetics that fail unless I modify them in a way that can't be optimized away by the compiler (e.g. by adding 1e-10).
* Nvidia (I guess it was Nvidia but not 100% sure): A few tested shaders worked without problems, but - that compiler can fail when it encounters a non-ASCII chars within a comment (example: /* r = sqrt(x²+y²) */) .
Also, turning off (or at least delaying) "update as you type" would be handy when compile times are about a second or more than that. In that case I usually add an intentional syntax error so I don't get interrupted while coding.
An effect (flying through hyperbolic space) that made my head spinning while getting all the math stuff done but now it's done:
@psionice: makes all my browsers stutter and flicker as hell :|
btw: meincraft shader http://glsl.heroku.com/e#1491.2
Note for people working with Intel GMA: this thing can't do "for" loops (confirmed by a driver developer) so the compiler has to unroll loops. Even worse, breaks within loops will force the compiler to add nested conditions for which Intel GMA apparently has just a few registers to keep track of. A raytracer I tested that can do 10 loop iterations can't even do 2 iterations when there's a break statement (originally placed to abort the loop when the raytracer is sure enough about the final color).
Also, a question to the glsl.heroku.com authors: can you add the ability to edit the vertex shader (or another way to statically compute variables that don't change per pixel)? That might speed up programs that precompute variables depending on time and/or mouse.
Also, a question to the glsl.heroku.com authors: can you add the ability to edit the vertex shader (or another way to statically compute variables that don't change per pixel)? That might speed up programs that precompute variables depending on time and/or mouse.
Quote:
Also, turning off (or at least delaying) "update as you type" would be handy when compile times are about a second or more than that. In that case I usually add an intentional syntax error so I don't get interrupted while coding.
I second that! It makes the editor almost unusable. I type a character, it recompiles. Can we please haz compile delay?!
Oh yeah and fuckings to AMD/ATI for their piece of shit GLES 2.0 support. My laptop has a Radeon 5650M which supposedly can do all kinds of fancy shit, but I had to switch to the Intel card integrated in the Core i5 CPU to make the shaders run. It runs like 95% of them.
...after having enabled "webgl.force-enabled" and "webgl.prefer-native-gl" that is. Otherwise it takes ages (read: minutes) for a shader to compile...
@raer: did you try both firefox and chrome? I have the strange effect of a PC with an old AMD Radeon just running glsl.heroku.com in Chrome (but not in Firefox) while on a modern laptop with Intel I3, GMA and Ubuntu it's the other way round...
@Mr.doob / whoever can handle this: I can't update an effect (1484.2), all I get is a server error. A bug? (POST http://glsl.heroku.com/e 503 (Service Unavailable))
@Mr.doob / whoever can handle this: I can't update an effect (1484.2), all I get is a server error. A bug? (POST http://glsl.heroku.com/e 503 (Service Unavailable))
The vaw to the rescue.
BUG REPORT
You cannot save a shader when there's a % in the comments - you get a 503 server error.
You cannot save a shader when there's a % in the comments - you get a 503 server error.
For some reason I haven't been able to view any of the latest additions to the gallery at glsl.heroku.com -- the error is typically this:
gloom: see back in the thread for my report of the same error and 4 or 5 others, then stop using chrome under osx until they fix it ;) Firefox or safari work fine (on safari you need to enable the developer menu, then enable webgl.)
psonice: I find it extremely unlikely that I will stop using a browser that works perfectly fine on everything I do 99.9% of the time in favor of a browser that is great for stuff I do 0.01% of the time and "decent" at everything else :)
ok, stop using chrome under osx *for anything webgl related* until they fix it :)
Old PCs can now run GLSL Sandbox using software rendering, impressive speed for soft rendering!
http://blog.chromium.org/2012/02/gpu-accelerating-2d-canvas-and-enabling.html
http://blog.chromium.org/2012/02/gpu-accelerating-2d-canvas-and-enabling.html
SwiftShader is made by a guy who was hanging on the assembly forum i was hanging around on a few years ago. He worked on this thing long before it was even named swiftshader and did the things it does now.
It is absolutely outstanding, features the specs of a high end gpu, implements the DX api in a custom dll.
It features on the fly compilation into specialized x86.
Probably the most advanced software engine ever made.
It is absolutely outstanding, features the specs of a high end gpu, implements the DX api in a custom dll.
It features on the fly compilation into specialized x86.
Probably the most advanced software engine ever made.
Opera Mobile for Android just got webgl support today, It works nicely sometimes but everything gets very screwed up when you switch quality levels and the site isn't exactly formatted for mobile devices. ShaderToy is a bit worse, everything is upside down and there are 6 copies, but the site fits better on my phone's screen. However, almost all of the shaders I've tested work, no compilation issues. +1 to Opera for actually implementing something cool!
Let me know if you find any bug/crash with the shader compilation in Opera.
erm.. as glsl sandbox content amount grows every day and it's nearly impossible to find your own doodles from last month, could it please be possible to implement a search (just a 'by word' search thru all sources)?
I posted an entry that generate a mipmap so you can call this on your scene: vec4 sample(vec2 uv, float lod);
To test it out I tried a cheap DoF.. any idea for a better use of this?
http://glsl.heroku.com/e#5931
In the lower quadrant you can call
lod make sense from 0. about 5.
To test it out I tried a cheap DoF.. any idea for a better use of this?
http://glsl.heroku.com/e#5931
In the lower quadrant you can call
lod make sense from 0. about 5.