Thanks guys. I had thought that shaders would work like particle effects, where there was no scripting needed. I guess I was wrong. Appreciate the help!No, unfortunately not, but maybe down the line Simon might implement some basic shaders that can be applied & tweaked with action parts like they have in Construct 2 - it would be nice for those of us that aren't familiar with GLSL. Oh well... here's hoping, eh?
local eff="ripple1" -- effect name
-- the following lines are to make sure the shader is compiled,
-- a shader is mini program, that needs to be compiled to use it
shaderAddEffect(eff)
shaderRemoveEffect(eff)
-- this is a standard setting, the shader has a variable that is called strength, we set that to 1
shader_effects[eff].num.strength=1
-- also for any animation inside the shader, it needs the time,
-- so we bind the variable time in the shader to our time
bind(eff, "time", field("shader_iTime"))
shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1)
-- simplest thing of them, set the object "target_object" to the effect channel 1
Scenes.stadtpark_see.Objects.gfx_see_wasser.ShaderSet = 1
local eff = "ripple1"
local obj = "gfx_see_wasser"
shaderRemoveEffect(eff)
shaderAddEffect(eff)
bind(eff, "time", field("getTime()*0.001"))
shader_effects[eff] = { shader = Shaders[eff].Compiled }
Objects[obj].ShaderSet = shader_effects[eff].num.num
Thanks guys. I had thought that shaders would work like particle effects, where there was no scripting needed. I guess I was wrong. Appreciate the help!There are two shader creation/editing options for less/non code savvy users.