I'm expecting the application to beep and exit normally regardless of the scrollbar position. For me, the test application is blocked when the scrollbar is up.
Yes, I saw Trevor's presentation, pretty cool :) Shaderjoy was also featured on some Hans' Youtube video earlier.
I'm expecting the application to beep and exit normally regardless of the scrollbar position. For me, the test application is blocked when the scrollbar is up.
Yeah, same for me, until it at the top it blocked. Then once I scroll it down its exit with a beep (with no corruption). Should we discuss it with TonyW maybe?
In our case, it's anyway a bit different... Maybe we need to set there some interrupt handler like if console output close we then "interrupt/break" any further output or something, so control to ShaderJoy is back?
Btw, shouldn't be uniform "iChannelTime" be declared in ShaderJoy as well? I find out those shaders which failed with an error about "iChannelTime" undeclared, and for such shaders, I had to add manually at top "uniform vec3 iChannelTime;"
There is a list of those shaders for tests, in case you think such a uniform should be added to ShaderJoy:
And while all compiles and seems works (it change the pictures randomly from 3 ichannels of bufferA and a bit fuzz/blure them): there still some error, on some switch, instead of showing actual texture image on the left side, it shows grey screen. Just want to be sure it is not a ShaderJoy issue about handling multipass shaders, but Nova one so can report.
I'm now able to test this and it works for me. If you can figure out how to break I can check it again.
@Capehill You mean all 3 stages works ? For me only first 2 works as expected, and then when 3rd stage starts, it show only background, but no fuzz/blur of texture. I.e there should be no of "only background" at any pass
- Add FLOATTEXTURE tooltype. Note: there is an open driver issue #610. - Fix mouse Y position (info bar height wasn't taken into account). - Change iFrame uniform type from float to int. - Load dropped shader file into Image slot when there is no editor view (tabs). - Add sobel.frag. - Refactor logging.
Btw, while away from amiga HW at the moment, still download the 1.17 archive and find out in directory ShaderToy a file with name "new_common.txt", with such content:
Quote:
vec4 someFunction( vec4 a, float b ) { return a + b; }
That just some test-leftovers?:) Or used for something now?
Also if doesn't mind, can clean a bit about logging refactoring? Maybe it's something about an issue which we discuss lately related to that closing-console/can't close ShaderJoy?
new_common.txt should be used when one wants to add new Common tab. It could be internal string too but this way it's easier to customize.
Oh, and log refactoring was only about going through all prints, and start using new logging levels (earlier it was only 2 levels). I will need to get back to that console issue some day.
new_common.txt should be used when one wants to add a new Common tab. It could be an internal string too but this way it's easier to customize.
But common part always different in all shaders (at least with shadertoy), some of them just had a bunch of defines, without functions, etc.
Or you mean that just for an easer way to made own shader than using shadertoy ones ?:) But then it placed in "ShaderToy" directory, meaning it for "ShaderToy"?
What version do you set inside of shaderjoy for all the shaders? 120 or 130? Or none and let ogles2 use the default one?
Why I ask, because there is bunch of shaders which fail because of those errors:
'min' no matching overloaded function found: 'max' no matching overloaded function found: 'rot' no matching overloaded function found: 'round' no matching overloaded function found:
That all happens because of lower versioning set in shaderjoy internally (or not set ?), and those ones are from "#version 150".
So the question is what kind of version you have set now, and can you raise it to #version 150 as default (because why it should be lower anyway?)
There is a list of shaders you may want to try to test with the current version in shaderjoy, and if you will set internally #verison 150 :
@Capehill Omg! They all seem to start to works now! I didn't test all failed I found (have in my list about 50 of them with such errors), but so far 10 random ones works! (taking aside those ones which hog CPU at 100%:) )
Some auto-fix for non reported bug, thanks a bunch !:)
@Capehill Rechecked all the shaders which give me errors about "no matching overloaded function found", and for the "min", "max" and "round" they are gone. Through found one shader, which still brings error about "rot":
On our part, we have too many "star dots", while on win32 realization there just very-very few of them. I think it's again related to "smoothstep" maybe ? That part:
Warning : 40:1: 'preprocessor evaluation': undefined macro in expression not allowed in es profile HW_PERFOMANCE: That one harmless, things works after it show ups, but still maybe worth to look at. There is test ones with this warning
This is no bug on our side, neither in ogles2.lib nor in ShaderJoy. The picky GLSL preprocessor simply warns you that the #if condition cannot really be evaluated as the author probably intended because the preprocessor value to be tested doesn't exist in the first place. Note that those two shaders in question were made by the same guy This define HW_PERFORMANCE is something he invented himself for his shaders. Unfortunately he forgot to place something like
on top of his shaders so that his toggle is actually defined if you as the user didn't add an explicit #define HW_PERFORMANCE X on top by yourself. So, no action to be taken on our side.