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    I'll just leave this here...

    Scheduled Pinned Locked Moved General Questions
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    • ospfeigrpO
      ospfeigrp
      last edited by

      lol https://www.shadertoy.com/view/lldGDr

      ? 1 Reply Last reply Reply Quote 0
      • ?
        A Former User @ospfeigrp
        last edited by

        @ospfeigrp This thing almost brought my MacPro to a standstill... ๐Ÿ˜‚ Good lord!

        ospfeigrpO 1 Reply Last reply Reply Quote 1
        • ospfeigrpO
          ospfeigrp @A Former User
          last edited by ospfeigrp

          @UrsBollhalder same for me on win 10 it's still really cool, HISE can play doom. Edit: without textures

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          • NatanN
            Natan
            last edited by

            STRANGE!!! My Whole Chrome browsers Freezes Once i Try To Go To The Shadetroy Website :???

            ? ospfeigrpO 2 Replies Last reply Reply Quote 0
            • ?
              A Former User @Natan
              last edited by

              @Natan Chrome exploded immediately... Opening it on Firefox worked... after 5 min... ๐Ÿ˜‚

              1 Reply Last reply Reply Quote 1
              • ospfeigrpO
                ospfeigrp @Natan
                last edited by

                @Natan I think it's because in browser is limited to webGL, not sure if this is the case in hise tho. if you enable opengl flag it should use that instead for rendering, so better performance.

                1 Reply Last reply Reply Quote 1
                • Christoph HartC
                  Christoph Hart
                  last edited by

                  Well this is working:

                  mario.gif

                  ospfeigrpO 1 Reply Last reply Reply Quote 6
                  • ospfeigrpO
                    ospfeigrp @Christoph Hart
                    last edited by

                    @Christoph-Hart had a look at the docs seems textures input are not supported, can they be encoded anyway like base64 string? this is epic either way big thanks for adding this.

                    Christoph HartC 1 Reply Last reply Reply Quote 0
                    • NatanN
                      Natan
                      last edited by Natan

                      Okey, Tried With My iPhone, And Website Works Just Fine.

                      So are Those Animations Made With SVG? Vector?

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                      • Christoph HartC
                        Christoph Hart @ospfeigrp
                        last edited by

                        @ospfeigrp said in I'll just leave this here...:

                        @Christoph-Hart had a look at the docs seems textures input are not supported, can they be encoded anyway like base64 string? this is epic either way big thanks for adding this.

                        No the problem is (as far as I understand) that the way this shader is implemented in JUCE it can't load assets like textures and adding texture support would require a complete reimplementation.

                        There's a bit discussion about this in the JUCE forum:

                        https://forum.juce.com/search?q=OpenGLGraphicsContextCustomShader

                        So are Those Animations Made With SVG? Vector?

                        No, they are procedurally generated graphics that run natively on the GPU and you can change multiple input parameters that will modify the appearance (so you can do more stuff than just selecting the filmstrip in an animation).

                        ? 1 Reply Last reply Reply Quote 3
                        • FortuneF
                          Fortune
                          last edited by Fortune

                          Looks cool.

                          But is this feature necessary, when there are really serious bugs that need to be fixed immediately in Hise? I think No :)

                          Bug fixes first please...

                          1 Reply Last reply Reply Quote 0
                          • ?
                            A Former User @Christoph Hart
                            last edited by

                            @Christoph-Hart crazy awesome. So thatโ€™d let you also influence those graphics interactively, right? Not just the one-way street of filmstrips or lottie for that matter. Although I hit like 350 something orange flags in XCode, I was able to compile the branch and started checking the YouTube account you mentioned in the docs. Iโ€™m still unsure though how you made your example work. Would you post a snippet like this?

                            Christoph HartC 1 Reply Last reply Reply Quote 0
                            • Dan KorneffD
                              Dan Korneff
                              last edited by

                              sick!! Gonna use this to add some Easter Eggs to my plugins

                              Dan Korneff - Producer / Mixer / Audio Nerd

                              1 Reply Last reply Reply Quote 1
                              • Christoph HartC
                                Christoph Hart @A Former User
                                last edited by

                                @UrsBollhalder It's all laid out in the docs:

                                1. Load a shader file.
                                2. Render it in the paint routine of a scriptpanel.

                                A example snippet is not very helpful because it requires the shader file to be in the script repo. I have added the ability of using base64 encoded strings, but it's not the most transparent way to learn how to use shaders in HISE.

                                Make sure to enable OpenGL in HISE (it's not the plugin OpenGL flag but a new one inside the Development settings).

                                ? 2 Replies Last reply Reply Quote 0
                                • d.healeyD
                                  d.healey
                                  last edited by

                                  @Christoph-Hart Should we be migrating to the codegen_rewrite branch now or sticking with scriptnode?

                                  Libre Wave - Freedom respecting instruments and effects
                                  My Patreon - HISE tutorials
                                  YouTube Channel - Public HISE tutorials

                                  1 Reply Last reply Reply Quote 1
                                  • Christoph HartC
                                    Christoph Hart
                                    last edited by

                                    Yes it's now at a point where people can test drive the new stuff - but I wouldn't use it in a real project at the moment.

                                    BTW the editor used for the GLSL code will be the new default code editor (I'm holding off with replacing the old code editor for HiseScript until all kinks are sorted out), so any feedback about quirks when editing GLSL code are welcome - there are still many small bugs, it's rather difficult to create a code editor almost from scratch...

                                    1 Reply Last reply Reply Quote 3
                                    • ?
                                      A Former User @Christoph Hart
                                      last edited by

                                      @Christoph-Hart That makes sense. Iโ€™ll give it a go tonight...

                                      1 Reply Last reply Reply Quote 0
                                      • ?
                                        A Former User @Christoph Hart
                                        last edited by

                                        @Christoph-Hart So... I am obviously missing something...
                                        The shader.glsl script sits in the right column under my onControl Callback and in the script folder... OpenGL is enabled in the Settings, flag set for plugin (if needed)...

                                        Content.makeFrontInterface(600, 500);
                                        
                                        const var pnlShader = Content.getComponent("pnlShader");
                                        
                                        const var shader = Content.createShader("shader");
                                        
                                        //shader.setBlendFunc(true, shader.GL_ONE, shader.GL_ONE);
                                        
                                        
                                        pnlShader.setPaintRoutine(function(g)
                                        {
                                        	g.applyShader("shader", [0, 0, this.getWidth(), this.getHeight()]);
                                            
                                        });
                                        
                                        
                                        
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                                        • Christoph HartC
                                          Christoph Hart
                                          last edited by

                                          Are there any compile errors in the console? What's the shader code?

                                          ? 1 Reply Last reply Reply Quote 0
                                          • ?
                                            A Former User @Christoph Hart
                                            last edited by A Former User

                                            @Christoph-Hart It compiles without errors and the shader code is the example code in the docs:

                                            void main() // must be named `main()` without parameters
                                            {
                                                // Normalized pixel coordinates (from 0 to 1)
                                                vec2 uv = fragCoord/iResolution.xy;
                                            
                                                // Time varying pixel color
                                                vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
                                            
                                                // Output to screen
                                                fragColor = pixelAlpha * vec4(col,1.0);
                                            }
                                            
                                            
                                            1 Reply Last reply Reply Quote 0
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