I'll just leave this here...
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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?
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@Christoph-Hart The error I get for @Dominik-Mayer's example is this one:
No specific lines are mentioned. One error per compile...And the following line 11 error is for Console.print(shader.getOpenGLStatistics());
The line number changes when adding empty lines.EDIT: Just to be sure. Are there any specific flags, checkboxes that I need to set in Projucer that I might have forgotten?
EDIT 2:
I haven't seen this one before...
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No, I was refering to the
ERROR 0:16'}': syntax error: syntax error
message. You can ignore any message that starts with Line XX, Column YY - these are HiseScript errors which you don't need to bother about for this issue. The OpenGL errors start with
ERROR:
Try to reproduce the one above, then add a few lines in the main function and check whether the line number increases (so that it points to an error at the end of the file vs. at the beginning (where I had to add some boilerplate code).
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@Christoph-Hart I got the error... then added a few lines... got the same error... added a few more lines... same error... So it stayed the same, 3 times...
Though if you asked my how I reproduced them systematically... Couldn't say... there's (at least) no apparent system to it... clicking... compiling... changing windows selection seems to have an influence. (Canvas: Interface back to Script Editor... selecting panel... compiling with shift-f5 from the shader code window...) It's a nasty business.
So here's that nasty bugger once more:
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@UrsBollhalder
Just a random guess:
Did you make sure to get rid of the ""s around "shader"?. It should look like this:g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
Found this in your earlier snippet, but hope you've gotten rid of it by now..
All bests,
Dominik -
@Dominik-Mayer I think I got rid of it, yes! But I’ll double check when I get back!
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I wonder if we could use a tool like this to come up with visuals?
Its very similar to Touch Designer and could help us peeps that are less code savvy
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@briandoliveira said in I'll just leave this here...:
I wonder if we could use a tool like this to come up with visuals?
Its very similar to Touch Designer and could help us peeps that are less code savvy
Nodes looks really interesting as well!! I have to take a closer look later.
Shader Code is quite special imho. It’s not immediately accessible I find. But the possibilities with OpenGL to create graphics that you can influence with a mouse or otherwise in real-time and hook it up to your instrument and its functionalities are quite astonishing. At least if you’re into that kind of thing. It’s like a multiverse filmstrip! 🤯🥳🤯