I'll just leave this here...
-
Are there any compile errors in the console? What's the shader code?
-
@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); }
-
Are you on Windows or mac?
This shader stuff is beyond awesome. Check out this 3D keyboard prototype:
-
@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?
-
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).
-
@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...
-
Please check again, I noticed that Intel HD graphic cards do not support the
#line
directive, so I deactivated this. -
@Christoph-Hart No luck so far... I was already getting excited!
-
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.
-
@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:
then occasionally, after hitting compile a few more times, I do get the following:
-
hmm, can anyone explain what this is ? How can I make graphics using this ?
-
@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!
-
Ah that gl_fc stuff is helpful - I had it myself on macOS. I‘ll push a fix in a few hours...
-
@Christoph-Hart 🥳🥳🥳
-
@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 -
Can you try again, I just pushed a fix for the first compile error - I think it should fix the other one too.
-
@Christoph-Hart I just pulled and compiled... but still get those lines back...
-
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.
-
@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:
-
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?