Menu
Login
Language
DE EN FR ES IT CZ

Search Result

  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    The syntax for binding to object has changed because the shaderset numbers were clunky.http://www.visionaire-studio.com/luadocs/#shadersInstead of shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 2) Objects.Water.ShaderSet = 2it's now:Objects.Water.ShaderSet = shader_effects[eff].num()

    by SimonS, 8 years ago

    12
    0
    SimonS 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    Thanks for the reply; well have managed to get all these effects working, but not on a specific object yet. The calling code suggested before in the forum doesn't seem to work any more:for example:local eff="ripple2"shaderAddEffect(eff) shaderRemoveEffect(eff)shader_effects[eff].num.strength=1 bind(eff, "time", field("shader_iTime"))  shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=50, comp_src=4 }}, 1) Objects.'object name'.ShaderSet = 1shaderRemoveEffect(eff) is VERY weird here and causes black screen. If it is commented out the effect is shown. (why we remove the effect here???)shader_effects[eff].num.strength=1 bind(eff, "time", field("shader_iTime"))Above maybe not needed?? Because they are already included in shaderAddEffect(eff) function!local eff = "NAME_OF_THE_SHADER"shader_effects[eff] = { shader = Shaders[eff].Compiled }shaderAddEffect(eff)Above sounds interesting, but how you can apply the effect to an object only?

    by dionous, 8 years ago

    12
    0
    dionous 8 years ago
  • RE: Shader Toolkit Effects not Working properly in 5.0RC2

    Well, I cannot give you an easy Solution, but I can tell from looking at the new Shadertoolkit that it does not actually include the several Shaders inside the Script -- which makes Sense, because in Vis5 that does not work anymore. Strangely, I know that shaderBlur() still works fine, so I have no Idea how that works exactly (is it not Part of the Shader-Toolkit??). But if these Shaders you want do not work anymore, then go to the old Shadertoolkit-Script, look for the Areas which are huge Piles of different-looking Code inside of Strings, and copy those Parts into separate Shaders (in the Editor's new "Shader"-Category), and change the Codes until you get no Error-Messages at the Bottom anymore (I guess that is easier said than done, seems like most People on the Forum haven't looked much into GLSL-Coding, and I am also but a mere Amateur). Once you have done that, you can call the Shader with a Script very similar to how it worked in Vis4:local eff = "NAME_OF_THE_SHADER" shader_effects[eff] = { shader = Shaders[eff].Compiled } shaderAddEffect(eff)All of that might seem as of little Use if you do not know GLSL, but I personally tend to say that People should use their own Shaders if they can, it's actually kind of fun -- connects Coding, which I do not like so much, with creating visual Art, which I enjoy.

    by caligarimarte, 8 years ago

    12
    0
    caligarimarte 8 years ago
  • Shader Toolkit Effects not Working properly in 5.0RC2

    Hi all,Been struggling the last days with getting the Shader Toolkit Effects like warp1,ripple1, etc... to work on 5.0RC2 with no success.As a base start, i am using a nice test .ved by user 'unreal', see relevant post. The ved is NOT working in 5.0RC2 even when i replace the shader toolkit with latest version 0.95.See attached the updated ved with the 0.95 shader toolkit version, feel free to test it; if you manage to get it working on 5.0RC2 will buy u some beers :PNeed your assistance to figure this out, thanks!

    by dionous, 8 years ago

    12
    0
    dionous 8 years ago
  • RE: Shader toolkit on Android

    @TinTincould you post some example ved?   Example is same shader toolkit .   Also replace new version :   http://www.visionaire-studio.com/luadocs/downloads/shadertoolkit10.lua

    by TinTin, 8 years ago

    8
    0
    TinTin 8 years ago
  • RE: Shader toolkit on Android

    Your ripple3 is working on your desktop?Just checked with latest 5.0RC2 and Shader Toolkit 0.95 and i also get a black screen on my win10 pc. Which versions are u using?

    by dionous, 9 years ago

    8
    0
    dionous 9 years ago
  • Shader toolkit on Android

    HiI set ripple3 shader toolkit to one object in my game and I have black screen on Android . Also if you run Shader toolkit example on Android result is same balck screen.Where is my wrong ? Or maybe doesn't support on mobile ports ?

    by TinTin, 9 years ago

    8
    0
    TinTin 9 years ago
  • RE: [SOLVED] shaderUniform to load Textures

    The prefix _t_ is only to tell system that this is supposed to be a texture, do not put the _t_ prefix in the shader.

    by SimonS, 9 years ago

    4
    0
    SimonS 9 years ago
  • RE: [SOLVED] shaderUniform to load Textures

    Please, can I get an Answer? I know that I could possibly generate the Stars in the Shader itself, but that would be so much more inefficient and performance-heavy than just using a Texture. And I know I could use a second, separate Object for the Stars behind my Cloud-&-Sun-Object, but managing a Multitude of Objects and making sure all their Shaders interact with one another synchronously can become quite a Hassle if it has to be done for all Scenes with a visible Sky.

    by caligarimarte, 9 years ago

    4
    0
    caligarimarte 9 years ago
  • [SOLVED] shaderUniform to load Textures

    I am trying to load a Texture into a Shader via ShaderUniform, as shown in the API: graphics.shaderUniform("_t_texture", "vispath:data.png")  So, I have added uniform sampler2D _t_Sterne to the Fragment Shader and the Vertex Shader (I suppose both need it), further down in the Fragment Shader I call the Texture via vec4 Sterne = texture2D(_t_Sterne, fract(uvVarying.xy)), then adding it to the Result. In the Script executing the Shader I have written the Following: local eff = shaderCompile(Shaders["Wolkenshader02"].Compiled) Objects[obj].ShaderSet = eff graphics.shaderUniform(eff, "_t_Sterne", "vispath:graphics/bg/sterne_generell01b.png") I am sure the Path is correct, and I suppose that the Way I have written the shaderUniform (prefixing the Name with "_t_") might be correct, but I am not entirely sure. I have also tried around with Variations of the Code, in the Script and in the Shader, but it doesn't work. Additionally, I actually had my Shader set up in the Form that is using the Shader-Toolkit, in Order to use the automatically updating bind()-Function, and I would prefer to let it stay that Way, but it looks like the bind()-Function won't accept such Texture-Input. My Script thusly looks like this:local obj = "QuistaClouds" local eff = "Wolkenshader02" shaderRemoveEffect(eff) bind(eff, "time", field("getTime()*0.001")) bind(eff, "SunX", field("0.115")) bind(eff, "daytime", field("Values.Daytime.Int * 0.0125")) bind(eff, "daytimeFine", field("Values.DaytimeFine.Int * 0.00001")) shader_effects[eff] = { shader = Shaders[eff].Compiled } shaderAddEffect(eff) shaderRemoveEffect(eff) Objects[obj].ShaderSet = shader_effects[eff].num.num So, how do I use ShaderUniform (or possibly even bind()) to input a Texture? What is it that doesn't work about the Method I have tried?

    by caligarimarte, 9 years ago

    4
    0
    caligarimarte 9 years ago