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    I'll just leave this here...

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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);
        }
        
        
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        • Christoph HartC
          Christoph Hart
          last edited by

          Are you on Windows or mac?

          This shader stuff is beyond awesome. Check out this 3D keyboard prototype:

          3dkeyboard.gif

          ? 1 Reply Last reply Reply Quote 10
          • ?
            A Former User @Christoph Hart
            last edited by

            @Christoph-Hart Ok. This is killing me!!! Why doesn't it work on my system! You have to drop me a bone I can gnaw on a bit at least... Do you have any idea why it isn't working? Beacuse this looks just crazy awesome!! And on a scale of 1 to 10, how unwise is it to start working on the codegen rewrite branch if I plan to release a plugin by the end of the year?

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            • Christoph HartC
              Christoph Hart
              last edited by

              I haven‘t tested it on macOS yet, so maybe something‘s off there. I‘ll take a look later this day.

              And yes you can definitely use the latest branch for a project that will be published in a few months - this branch is likely to be the master branch by then. Its just risky to switch an existing project to the newest branch (especially if you‘re using the old scriptnode stuff).

              ? 1 Reply Last reply Reply Quote 2
              • ?
                A Former User @Christoph Hart
                last edited by A Former User

                @Christoph-Hart Hey Christoph. Awesome. Thank you! Well, no scriptnode so far. It’s on the to-do list. I was busy working on a granular processor and an Euclidean Sequencer... so... I might just risk it...

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                • Christoph HartC
                  Christoph Hart
                  last edited by

                  Please check again, I noticed that Intel HD graphic cards do not support the #line directive, so I deactivated this.

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                  • ?
                    A Former User @Christoph Hart
                    last edited by

                    @Christoph-Hart No luck so far... 🙁 I was already getting excited!

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                    • Christoph HartC
                      Christoph Hart
                      last edited by Christoph Hart

                      I added a getOpenGLStatistics method to the shader class - it needs to render the shader once before it returns something useful though, so you need to add it after the applyShader function in the paint routine (and the script panel needs to be visible on the screen):

                      g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                      Console.print(shader.getOpenGLStatistics()));
                      

                      Can you post the output, maybe this will give a glue.

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                      • ?
                        A Former User @Christoph Hart
                        last edited by

                        @Christoph-Hart said in I'll just leave this here...:

                        I added a getOpenGLStatistics method to the shader class - it needs to render the shader once before it returns something useful though, so you need to add it after the applyShader function in the paint routine (and the script panel needs to be visible on the screen):

                        g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                        Console.print(shader.getOpenGLStatistics()));
                        

                        Can you post the output, maybe this will give a glue.

                        I put the getOpenGLStatistics after the applyShader line as instructed.

                        Now. The output seems to be a bit inconsistent... I get this normally:

                        Screenshot 2021-06-05 at 14.45.02.png

                        then occasionally, after hitting compile a few more times, I do get the following:

                        Screenshot 2021-06-05 at 14.45.32.png

                        Christoph HartC 1 Reply Last reply Reply Quote 0
                        • lalalandsynthL
                          lalalandsynth
                          last edited by

                          hmm, can anyone explain what this is ? How can I make graphics using this ? 🐖

                          https://lalalandaudio.com/

                          https://lalalandsynth.com/

                          https://www.facebook.com/lalalandsynth

                          https://www.facebook.com/lalalandsynth

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                          • ?
                            A Former User @lalalandsynth
                            last edited by

                            @lalalandsynth Have a look at the Art of Code YouTube channel... link in docs! It’s not yet working on my system but that channel shows off some impressive stuff you can make with shader code!

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                            • Christoph HartC
                              Christoph Hart @A Former User
                              last edited by

                              Ah that gl_fc stuff is helpful - I had it myself on macOS. I‘ll push a fix in a few hours...

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

                                @Christoph-Hart 🥳🥳🥳

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                                • ?
                                  A Former User @Christoph Hart
                                  last edited by

                                  @Christoph-Hart said in I'll just leave this here...:

                                  Ah that gl_fc stuff is helpful - I had it myself on macOS. I‘ll push a fix in a few hours...

                                  Also this one is joining the party:
                                  Interface:! ERROR: 0:16: '}' : syntax error: syntax error

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                                  • Christoph HartC
                                    Christoph Hart
                                    last edited by

                                    Can you try again, I just pushed a fix for the first compile error - I think it should fix the other one too.

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                                    • ?
                                      A Former User @Christoph Hart
                                      last edited by

                                      @Christoph-Hart I just pulled and compiled... but still get those lines back...

                                      Screenshot 2021-06-05 at 19.47.14.png

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                                      • Christoph HartC
                                        Christoph Hart
                                        last edited by

                                        Damn that's a sticky one.

                                        Don't bother about the Line 12 errors, they're just a follow up from the other stuff. Are there any other error messages popping up? For some reason the GLSL language is less standardized than I hoped it would be, so these macOS shenanigans are super annoying.

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                                        • ?
                                          A Former User @Christoph Hart
                                          last edited by A Former User

                                          @Christoph-Hart said in I'll just leave this here...:

                                          Damn that's a sticky one.

                                          Don't bother about the Line 12 errors, they're just a follow up from the other stuff. Are there any other error messages popping up? For some reason the GLSL language is less standardized than I hoped it would be, so these macOS shenanigans are super annoying.

                                          I'll do some more digging... Maybe also try a few of the other, simple examples on shadertoy...

                                          This one's new:
                                          Screenshot 2021-06-05 at 21.56.21.png

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                                          • Christoph HartC
                                            Christoph Hart
                                            last edited by

                                            Nah, it's something around the glue code that I have to add in order to make it work, so any example will cause the same error.

                                            I will have to check again thoroughly on Monday, but what macOS version and GPU are you using?

                                            ? 1 Reply Last reply Reply Quote 0
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