I'll just leave this here...
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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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@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:
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hmm, can anyone explain what this is ? How can I make graphics using this ?
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@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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Ah that gl_fc stuff is helpful - I had it myself on macOS. I‘ll push a fix in a few hours...
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@Christoph-Hart 🥳🥳🥳
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@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.
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@Christoph-Hart I just pulled and compiled... but still get those lines back...
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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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@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:
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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?
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@Christoph-Hart said in I'll just leave this here...:
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?
macOS Catalina 10.15., MacPro 2019 (3.2 GHz 16-Core Intel Xeon W) with an AMD Radeon Pro 580X 8 GB card
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I'll leave this HISE snippet here for a quickstart into GLSL with HISE: (requires the latest scriptnode_codegen_rewrite branch)
HiseSnippet 954.3ocsV01aaSDG+bZLrXHSLI9.XkW4HUxbfsARSSj17vVzZSsl2JHgPcWsuDepmuyx97FQSUhOZ7J97v2.3+4yN1EbKn.Dk27+4e+e7rWpHfjkIRQF8d81DBx3SM82xkQSivTNZ4Ljw8MOEmIIo1ZVGuMAmkQBQFFG7bECidcQE+9su8XLCyCH0rPnyEz.xIzXprlq2jWRYrE3PxqowMz9QSVFH3SELQNfmCLcQI3fqvaHqvJ05XhL9n4gToH0WhkjLjQ2iEga8iDumq0+bZF8RFQQLF4CNRydgfEpPrhKZZDkE5Uk2YHvKd0UgCzUgO27TZHcG+5pwmUHvt1hl0CiN2E7F2DdtsBO21fmQC30UCuGX5GjRSj0RTX6SLWxgF0ZLzBZBKstnN+ZGyoBPCtbTL9JxhTfXmENOw08P6G65N7o8s5aAMhLo86vo1dXNgM19Y1U1tgHmJhSDbfvYfV7.kU01jEAM2zF1DjRfRheAamAZwCzQ5gOTSNJiHOlQ3gKx4ANxzbxgk9YzyO4B+WM8hiNw6EGY2j6YqlqcReKMNTNwC5UxWIxkTNwYM3LIUvc1Lru0G5a0ayHbRBaaITzt5P6e.xc3uLhloxuuiFJibFVy3ED5lHoyveTEtqqhYcB+Rt3xauFUHsHcobFfJ6JTYK3ExTlkJXNAU1bH3UVNoDy0En2voqEowyvRryf3smqTZPkxJnUfr6DEJ2TFuoXF6RXEy4lvPmdMv3JgjbF2Yn0Gr5Ycsk8eVz50sJqzcLnN2lX0xe5cYnCOO9RU2QmdUJBaA2bMy71WyZdEHPWUZnnfujSkmkP321sATYoTsFVhJPUYwR38KWB8YTn6fnvt1GaVTGQE.t4kQzaVp5YUtA7HDkDRpjpR.iYj2AmI0618LmQxtRJRfKd65dvkOcP6Ws4qF2Kh48L0i9neZW.+4US1VG8YSduZbdGie45IQEiy6371zInFgp6ea9UGJTyP4kOA8WOVAmLEg4Lr7l2QUOdTJ.5523fk5nDOiJ21rD9u93Zq82+gv8AldTYPT63sSK3E5z+ei2xmp5aNe8ZRfrFrcMW78+29tTqPQehcyoXYJEFHLWkG6CubGP.jvgIR0loQG0Njl1UQqpL9vQ9BheG9UJbrh1nT33JgnXbPp3h.8lm5wv6UvAvDu3aB5AebBPauakyzzcjKJFdi9hf.Uo3K.r2tMe4dXyWsG17n8vlGuG17j8vludOr4atSaTedzQ4RQrdMAX3Mu3zmgwbNFlxJlHQ+APSk4ct
The new
shader.glsl
file will get created in the theScripts
folder of your project. Now it has to be filled with some content to make it work: Gladly Chris has introduced a new shortcut to directly access the .glsl file in HISE. Click the "onInit"-callback dropdown on the top of the Code Editor to open the file directly in the Code-editor, paste this snippet and compile [f5].uniform float myValue; void main() { // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord/iResolution.xy; // Time varying pixel color vec3 col = myValue * sin(uv.xyx+vec3(1,2,3)); // Output to screen fragColor = pixelAlpha * vec4(col, 1); }
Happy journey :)
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@Dominik-Mayer Thanks for this Dominik. I tried your snippet but my interface still returns an unknown error! Are you on Mac or Windows?
EDIT: Thinks for the myValue inclusion in your script. That was a question I actually had!
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Hmm, I'm at the end of my options to figure out why it's not working on your end - I just checked and it works on my mac mini which has an ancient GPU and shader version.
A last thing you can do is to download and compile the JUCE OpenGL 2d demo app here:
https://github.com/juce-framework/JUCE/blob/master/examples/GUI/OpenGLDemo2D.h
And see if these minimal shaders work.
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@Christoph-Hart said in I'll just leave this here...:
Hmm, I'm at the end of my options to figure out why it's not working on your end - I just checked and it works on my mac mini which has an ancient GPU and shader version.
A last thing you can do is to download and compile the JUCE OpenGL 2d demo app here:
https://github.com/juce-framework/JUCE/blob/master/examples/GUI/OpenGLDemo2D.h
And see if these minimal shaders work.
Will do so Christoph. Thanks for the efforts... So this might be something on my end really! Maybe a GPU problem? I’ll check the JUCE example...
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Maybe a GPU problem?
Yes that is most likely - I've tested it on NVIDIA GPUs and Intel HD graphics on Windows and macOS but I don't have any ATI GPU to test. I'm a bit surprised how flaky the GPU support for different GLSL features is given that it's such a common standard.
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@Christoph-Hart I forgot that I ran those 2 openGL demos from JUCE a couple of weeks ago. They both work fine on my system... I get the feeling that it is something really small and stupid that I am missing... (when is it not??...)
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If you add some empty lines in your main method, does the line number at the syntax error message change?