pouët.net

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...
added on the 2012-01-12 09:12:48 by raizor raizor
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 :(
added on the 2012-01-12 17:30:35 by harism harism
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.
added on the 2012-01-12 20:54:32 by psonice psonice
Pretty cool little tool for playing around http://glslstudio.com/
added on the 2012-01-13 01:10:19 by tyfighter tyfighter
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 :)
added on the 2012-01-13 01:55:37 by psonice psonice
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.
added on the 2012-01-15 16:12:29 by fizzer fizzer
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.
added on the 2012-01-15 16:32:10 by fizzer fizzer
Ohh nice, a lot of cool stuff recently on that page.
I'll maybe contribute a scene of epsilon soon :)
added on the 2012-01-15 18:33:00 by las las
added on the 2012-01-16 13:28:59 by raer raer
Raer, double Wow! That looks great.
added on the 2012-01-16 14:02:25 by raizor raizor
Added DOF on Black and White Cubes and Spheres

http://glsl.heroku.com/e#1215.0

BB Image

Looks great, Paulo! The gallery needs some kind of thumbing-up system, I think...
added on the 2012-01-17 00:13:54 by fizzer fizzer
definitly.
added on the 2012-01-17 01:18:50 by las las
I would also like that but a proper user system should be implemented before adding votes.
added on the 2012-01-19 16:11:34 by the vaw the vaw
I don't think we should complicate it that much though...
added on the 2012-01-19 19:46:29 by mrdoob mrdoob
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.
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.
added on the 2012-01-20 04:29:30 by Mewler Mewler
what about forking reddit ?
and Putting the demos in it ?
I vote for:
- prods hierarchical tree.
- author comments.
- rating system.
added on the 2012-01-20 10:00:19 by raer raer
rrolas' puls with soft shadow
Light position is somewhat off, but at least it looks nice... ;)
added on the 2012-01-20 10:04:24 by raer raer
Or, we could use Disqus for commenting. It already supports rating (a 'like/dislike' feature, it seems)...
added on the 2012-01-20 10:07:38 by kusma kusma
As long as I don't need facebook or google+ for it I'm totally fine with it...
added on the 2012-01-20 10:12:42 by raer raer
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.
added on the 2012-01-20 10:15:44 by raer raer
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?
added on the 2012-01-20 10:30:43 by Optimus Optimus

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