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    I'll just leave this here...

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    • Christoph HartC
      Christoph Hart
      last edited by

      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).

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

        @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:
        Screenshot 2021-06-07 at 17.47.27.png

        Dominik MayerD 1 Reply Last reply Reply Quote 0
        • Dominik MayerD
          Dominik Mayer @A Former User
          last edited by

          @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

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

            @Dominik-Mayer I think I got rid of it, yes! But I’ll double check when I get back! πŸ™

            1 Reply Last reply Reply Quote 0
            • BrianB
              Brian
              last edited by

              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

              Link Preview Image
              Nodes – a new way to create with code | https://nodes.io

              Nodes is a new way to create with code.

              favicon

              (nodes.io)

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

                @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

                Link Preview Image
                Nodes – a new way to create with code | https://nodes.io

                Nodes is a new way to create with code.

                favicon

                (nodes.io)

                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! 🀯πŸ₯³πŸ€―

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

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

                  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).

                  So this is today's macOS - HISE - OpenGL error:
                  Adding lines doesn't change anything. It'll come up fairly regularly... Maybe it helps...

                  Screenshot 2021-06-17 at 10.39.50.png

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

                    But the line number is different. Can you check the file in another text editor to check whether there is a duplicate } at the end of your shader file? I remember there was an issue with the new code editor that somehow hides the last character...

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

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

                      But the line number is different. Can you check the file in another text editor to check whether there is a duplicate } at the end of your shader file? I remember there was an issue with the new code editor that somehow hides the last character...

                      Well. That } was on me and my own stupidity! 😬 Didn't even have to open another text editor... Sorry...

                      But I could swear that unknown error is Catalina related... If I were on Mojave, it'd probably be working! Damn... This is bugging me...

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

                        @Christoph-Hart I finally got it working on my MacBook Air 2014... Re-installed everything... Went back to Catalina and compiled HISE etc. Also openGL seems to be working. But I do get this a lot:
                        Interface:! ERROR: No definition of main in fragment shader

                        Also with the "simpler" examples on shadertoy.

                        Am I missing something?

                        @Dominik-Mayer's snippet works just fine now!
                        My 2019 MacPro beast machine still does throw me the Interface:! Unknown Error

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

                          @Christoph-Hart Hey Christoph. I've been noticing some changes on the HISE / shader code - front...

                          I manage to get it to show the shaders occasionally. I still get an unknown error (both on my MacBook Air 2014 and my MacPro 2019). So, one out of 10 times I hit compile, it acutally shows me the shaders... but very inconsistently...

                          Really excited about this!

                          (dev branch, latest commit, 1f682f5)

                          Screenshot 2021-08-25 at 11.12.28.png

                          This one I found while trying some shadertoy examples:

                          Screenshot 2021-08-25 at 11.32.10.png

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

                            @Christoph-Hart πŸ˜πŸ‘πŸ’ͺπŸ™πŸ™πŸ™

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                            • ?
                              A Former User
                              last edited by

                              Is it possible to have multiple shader-panels in one interface?

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                              • Christoph HartC
                                Christoph Hart
                                last edited by

                                Yes, you can even have multiple shaders per panel.

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

                                  @Christoph-Hart

                                  Content.makeFrontInterface(600, 500);
                                  
                                  const var Panel1 = Content.getComponent("Panel1");
                                  const var Panel2 = Content.getComponent("Panel2");
                                  
                                  
                                  const var shader = Content.createShader("shader");
                                  shader.setFragmentShader("shader.glsl");
                                  
                                  const var shader2 = Content.createShader("shader2");
                                  shader2.setFragmentShader("shader2.glsl");
                                  
                                  Panel1.setPaintRoutine(function(g)
                                  {
                                  	g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                                  });
                                  
                                  Panel2.setPaintRoutine(function(g)
                                  {
                                  	 g.applyShader(shader2, [0, 0, this.getWidth(), this.getHeight()]);
                                  });
                                  

                                  Something along those lines?

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

                                    Yes, but you don't need the setFragmentShader calls, if you create a shader it automatically compiles it (the call is only required if you want to change the code dynamically).

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

                                      oh and you can use this.getLocalBounds(0) instead of [0, 0, this.getWidth(), this.getHeight()]. Less typing, more fun.

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

                                        @Christoph-Hart Got it! It's pretty crazy really... Mind blown... 🀯πŸ’ͺ😁

                                        So far my compiled plugin crashes (some GL problems) when I open it...
                                        and...
                                        somehow both shaders react to the sliders on the ui... even though only one shader has these inputs...

                                        lots to learn...

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

                                          @Christoph-Hart Is it possible to send values from shaders back to the onInit???

                                          I understand how I can add a uniform float and influence it with a knob, panel, timer, etc... but can I do the same thing backwards from a shader variable?

                                          I hope that makes sense...

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

                                            No, it's a unidirectional communication and the uniform variables are read only in GLSL - it will be accessed by each pixel calculation so it can't change.

                                            ? 1 Reply Last reply Reply Quote 0
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