GLSL Sandbox
category: code [glöplog]
Hehe, that's pretty cool whynot2000 :) PauloFalcao's cubes and spheres is lovely too. I really must put something together for this...
Am I the only one having problems with many of the examples on http://glsl.heroku.com/ ? What happens is I get error on line 5 (always line 5) using Chrome and lovely iMac/OSX 10.6 I'm running these on. I'm afraid I'm about to miss many of the most specular moments of 2012 because of this :(
Harism: read back just a page or so - I had the exact same issue. Safari supports webgl (enable the dev menu and turn it in) or use Firefox - both work fine.
Pretty cool little tool for playing around http://glslstudio.com/
tyfighter: it is, I've been playing around in it a bit too. The first update was out yesterday, with a much better keyboard for coding. Plus a nice 'single render' switch for procedural gfx testing (I requested this, I'm going to try working on some of my raytracing stuff on it when I get odd chances :)
http://glsl.heroku.com/e#1189.0
I hijacked the alpha channel to save enough state to run an implementation of Columns - you know, the videogame with the falling colours.
Only works on 1x resolution mode. Let me know how (if) it works for you guys!
How-to-play is in the shader code.
I hijacked the alpha channel to save enough state to run an implementation of Columns - you know, the videogame with the falling colours.
Only works on 1x resolution mode. Let me know how (if) it works for you guys!
How-to-play is in the shader code.
Fizzer, works very well on osx, just 1 or 2 seconds to compile. Awesome stuff :)
Good to hear. I should start experimenting with other browsers or something... It's certainly not the fault of my driver since polydraw processes comparable loads in a few seconds.
Ohh nice, a lot of cool stuff recently on that page.
I'll maybe contribute a scene of epsilon soon :)
I'll maybe contribute a scene of epsilon soon :)
Wow.
Raer, double Wow! That looks great.
Looks great, Paulo! The gallery needs some kind of thumbing-up system, I think...
definitly.
I would also like that but a proper user system should be implemented before adding votes.
I don't think we should complicate it that much though...
Why?
We need prods hierarchical tree.
And author comments.
And user comments.
And browser plugin.
And rating system.
And BBS system.
And Facebook.
And web API.
And oneliner.
And Twitter.
And sound.
And forum.
And RSS.
Get back to work now.
We need prods hierarchical tree.
And author comments.
And user comments.
And browser plugin.
And rating system.
And BBS system.
And Facebook.
And web API.
And oneliner.
And Twitter.
And sound.
And forum.
And RSS.
Get back to work now.
Ahh, so this is where the raymarchers hang out now. :)
I've been messing with that DoF code PauloFalcao, but I'm not really sure how it works, especially the camera variable names like vp and prp.
I've been messing with that DoF code PauloFalcao, but I'm not really sure how it works, especially the camera variable names like vp and prp.
what about forking reddit ?
and Putting the demos in it ?
and Putting the demos in it ?
I vote for:
- prods hierarchical tree.
- author comments.
- rating system.
- prods hierarchical tree.
- author comments.
- rating system.
rrolas' puls with soft shadow
Light position is somewhat off, but at least it looks nice... ;)
Light position is somewhat off, but at least it looks nice... ;)
Or, we could use Disqus for commenting. It already supports rating (a 'like/dislike' feature, it seems)...
As long as I don't need facebook or google+ for it I'm totally fine with it...
Oh, and. Why are the shader compile times on my Win7/i5/Radeon 5650M (Catalyst 11.11) system MINUTES and on my Win7/i7/Quadro 600 system SECONDS? Sucks.
I see many entries that work in one configuration and not in another similar card, like not working in my GTS 450 Geforce and working in a GeForce 8800.
I also see, for (i=0; i<8; i++) not working here in some of my experiments, then if you replace < with <= it works. Actually, if I start a new project with small code suddenly it works. But with bigger code, <= always works and < works with only some numbers after it. Very very strange. These things doesn't happen if I try the shaders in a C++ project. In some other works from others that doesn't work on me, just replacing < in for loops with <= suddenly makes it work. But not always. What happens?
I also see, for (i=0; i<8; i++) not working here in some of my experiments, then if you replace < with <= it works. Actually, if I start a new project with small code suddenly it works. But with bigger code, <= always works and < works with only some numbers after it. Very very strange. These things doesn't happen if I try the shaders in a C++ project. In some other works from others that doesn't work on me, just replacing < in for loops with <= suddenly makes it work. But not always. What happens?