GLSL Sandbox
category: code [glöplog]
This is so fucking amazing. Way better than shadertoy (sorry iq :))
problem is the new shadertoy was in the cooking, with users, comments, ratings, categories, shader of the week (sort of youtube), with automatic shader params, multipass, tutorials, etc etc, so now i'm a bit feeling bad about releasing that one after the work is going on here. i already saved few thousand $ to outsource all the boring php social part of it this months so that it would be ready for xmas 2012. but now i'm like, hm, so much replication on the web for the same thing is perhaps not worth it. so, i don't know :)
WebGL: where have all my triangles gone?
Iq, i think the web is pretty big place... ;)
I hope iq i pulling a prank....
Most but not all stuff in the gallery gives me "compiled with errors" and no graphical output. Windows, Chrome. Is this a bug in GLSL, is it because my crappy video lacks support for something, or is it something else?
What does the "compiled with errors" button says when you hover it ?
Some shaders are just fucked. I just fixed the menger sponge one someone borrowed from IQ's article. Whoever wrote/converted it was trying to add vec4 to a float :\
Some shaders are just fucked. I just fixed the menger sponge one someone borrowed from IQ's article. Whoever wrote/converted it was trying to add vec4 to a float :\
Quote:
problem is the new shadertoy was in the cooking, with users, comments, ratings, categories, shader of the week (sort of youtube), with automatic shader params, multipass, tutorials, etc etc, so now i'm a bit feeling bad about releasing that one after the work is going on here. i already saved few thousand $ to outsource all the boring php social part of it this months so that it would be ready for xmas 2012. but now i'm like, hm, so much replication on the web for the same thing is perhaps not worth it. so, i don't know :)
For a moment I was like "oh shit! we have overstepped Iq's plans... :(", but then I realised that, instead, we saved him time (and money) so he can use it in better stuff than the nightmare website making is ;)
Having said that, if you think your approach is better than, by all means :)
Vaw is currently cleaning up his git repo and will hopefully merge with master soon. But feel free to improve what we have so far. At some point this week I want to implement kusma's suggestion of using CodeMirror2 as editor.
pØÏ: That's the other thing, it actually says nothing when you hover or click it. And from a quick look at the code, I can't actually find any code that would make the message appear when you hover the button. And apparently the page doesn't process the code but just passes it to WebGL. "VALIDATE_STATUS: false ERROR: 0" gets printed to the console however. So it's pretty much down to my card or Chrome.
For certain reasons I don't want to upgrade FF or Opera to the latest version at the moment on this machine, so I won't know which of the two things is at fault for now.
For certain reasons I don't want to upgrade FF or Opera to the latest version at the moment on this machine, so I won't know which of the two things is at fault for now.
Mr.doob, btw why gl.NEAREST in the backbuffer and not GL LINEAR?
The code have
It would be cool for some stuff to have
The code have
Code:
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
It would be cool for some stuff to have
Code:
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); gl.generateMipmap(gl.TEXTURE_2D);
Uhm, I tried to implement that, but then they need to be POT and mouse/resolution values got distorted... will need to try again.
Quote:
How did you fixed it? Restart? The code hasn't changed...
I can only attribute it to dumb luck. Which is new, since when a hackintosh breaks, it tends to stay broken unless you do horrible things to it. If it happens again, I'll try to take note of what I'm doing wrong. Probably everything.
Quote:
He's doing a handstand.
Oh really... I'd have turned the monitor upside down before resorting to physical efforts like that :)
nitro2k01: Sorry I forgot the error message was also logged in the console :p The *magic* code making the error message appear when hovering the Comipilation Error button is ..... *rolling drums* ... compileButton.title = error;
About FF and Opera, you can have several installs if that helps anyhow.
Anyways, which shaders are we talking about ? links, links, links, ...
About FF and Opera, you can have several installs if that helps anyhow.
Anyways, which shaders are we talking about ? links, links, links, ...
Nice work! It would be good to know the license for the shaders people add. I would really like to convert some of them to my music visualizer but those scenes are distributed under a Creative Commons Attribution-Share Alike 3.0 the same as OpenProcessing.org uses. So knowing if the author agrees with some form of 'share alike license' or GPL license and who to contribute it to would be nice.
Uhm, that's a good point. I think it would be great if everything could be considered public domain... but for that we should add a checkbox somewhere and start from scratch...
iq, kind of off-topic but the credit for the 'Clod' shader in Shader Toy is wrong and consequently it's been added to the GLSL Sandbox gallery with the same wrong credit.
p01: I missed that code because I was paying the most attention to the code around compile() because that's where the error happened. I did do a search the source for compileButton, but apparently I still missed that. But, compile() only prints to the console, and consequently nothing is shown when hovering the button for my error.
Every single shader of the first 20 in the gallery fails except link me beautiful, which works for some reason. This also includes the default example when you go to http://mrdoob.com/projects/glsl_sandbox/. So I'm pretty sure the problem is on my end. Again, probably lack of support with my card. Intel 945 mobile. Not the newest stuff around.
Every single shader of the first 20 in the gallery fails except link me beautiful, which works for some reason. This also includes the default example when you go to http://mrdoob.com/projects/glsl_sandbox/. So I'm pretty sure the problem is on my end. Again, probably lack of support with my card. Intel 945 mobile. Not the newest stuff around.
Here's a full list of all the rare shaders that DO work for me, in case someone who actually knows GL can distinguish what my setup doesn't support.
http://glsl.heroku.com/21/29
http://glsl.heroku.com/29/2
http://glsl.heroku.com/45/2
http://glsl.heroku.com/72/1
http://glsl.heroku.com/69/3
http://glsl.heroku.com/37/4
http://glsl.heroku.com/64/5
http://glsl.heroku.com/67/0
http://glsl.heroku.com/21/29
http://glsl.heroku.com/29/2
http://glsl.heroku.com/45/2
http://glsl.heroku.com/72/1
http://glsl.heroku.com/69/3
http://glsl.heroku.com/37/4
http://glsl.heroku.com/64/5
http://glsl.heroku.com/67/0
It's probably your gfx card. Intel can't be trusted. I'm using one of the latest nvidia cards (GTX 560 Ti) and everything runs perfectly, except for any mandelbulbs, which fail and say error 0. There seems to be a lot of compatibility issues between gfx cards with glsl, in webgl specifically.
i added a raymarched apple/tomato from to the gallery (from shadertoy, so i forgot to put credits, though :( )
long shaders like this one, that take long to compile, makes it a pain to edit the code. can the feature be disabled?
mr.doob, i think i'll borrow some ideas that i didn't think of, like the upsampling from any resolution, and some others. the php part has started development already, the webgl part will soon - i'll contact you when i do (later this week probably)
long shaders like this one, that take long to compile, makes it a pain to edit the code. can the feature be disabled?
mr.doob, i think i'll borrow some ideas that i didn't think of, like the upsampling from any resolution, and some others. the php part has started development already, the webgl part will soon - i'll contact you when i do (later this week probably)
Would be nice to have auto-sampling for steady 20-30fps framerate.
IQ, WOW! That apple is really cool! :)
My vote for these features...
"Long shaders like this one, that take long to compile, makes it a pain to edit the code. can the feature be disabled?"
"Would be nice to have auto-sampling for steady 20-30fps framerate."
"Long shaders like this one, that take long to compile, makes it a pain to edit the code. can the feature be disabled?"
"Would be nice to have auto-sampling for steady 20-30fps framerate."
Noted :)
In the meantime, a workaround for the long compile times
is to purposely break the shader somewhere so that it won't compile until you want it to.
(Sorry if I'm being capt. Obvious. I'm new to this.)
is to purposely break the shader somewhere so that it won't compile until you want it to.
(Sorry if I'm being capt. Obvious. I'm new to this.)