Gigatron's Recent Forum Activity

  • Hi I spent 4 hours reproducing the problem ... i ve made seascape01 fx based on this fx on glslsandbox : http://glslsandbox.com/e#60739.1

    bangoo said display is ok for him; so i am waiting feedback to isolate the problem;

    Nothing changed fx : http://gigatron3k.free.fr/html5/C2/FX/sea01.zip

    Wait and see :)

  • Ok now, i made the same shader to C2 fx nothing really changed to see

    if this look good in your machine or it's shader problem;

    Download this file .capx included copy shader files on your effect directory

    http://gigatron3k.free.fr/html5/C2/FX/sea01.zip

    seascape01.fx and seascape01.xml then open capx file in C2 and try it , finnaly

    tell me what happened :)

  • I have launched the effect on the other PC (radeon 560 rx videocard) and got the same problem.

    Hi can you tell me how this page is for you ?

    http://glslsandbox.com/e#60739.1

    this is the original shader from glslsandbox without parameters ;

    Regards

  • Much appreciated! However, I get this message when I try to run it :\

    And this text below that:

    http://localhost:50000/glwrap.js, line 511 (col 4)

    Sorry, unfortunately i can't edit this file.. this is the render file of C2 !

  • OK, the file size is 1920x1200px! My bad!

    Maybe this new verison work with non power of two images;

    With firefox 72.0.1 (64bit) it's ok for me ;

    http://gigatron3k.free.fr//html5/C2/plugin/st/

  • Ah, OK. I think I understand, thanks!

    Yeah it seems like it worked on that page, I have a GTX 1070.

    So , it's not working for me ; in the shadertoy plugin i've made the canvas use

    webgl1 and standard derivatives functions are working ;

    here is the link to test this fx on C2;

    http://gigatron3k.free.fr/html5/C2/FX/pixelscale.zip

    Regards

  • Neat! Yeah Godot is interesting but I'm pretty bad with code still.

    Is the shadertoy plugin an addon for Construct 2? I'm a little unsure how I'd use that code in a project, if possible.

    Thanks!

    I can do that for you but standard derivatives not working for me with C2 runtime ! You must test de fx .. it will be ready for tomorrow .

    Standard derivatives : dFdx, dFdy, and fwidth <-- this one is used in the shader you want

    fwidth — return the sum of the absolute value of derivatives in x and y

  • At shader stack where i can put another shader code into and blend both together. I cant wait to play with your new plugin. I have problems with the online version to load up png files?

    https://imgur.com/a/sIQVmch

    Are your png size is power of two ; like 64x64 or 128x128 or 256x256 512x512..

    or please can you post your shader code here ?

    Thank you

  • thanks you McKack , i made my first shader with godot in 5 mins after quick reading doc ... never used godot!

    just for fun tested godot and play with it; converting 2 shaders and exported to html5;

    http://gigatron3k.free.fr/html5/godot/gtest/test.html

    Heavy to load webasm ..

    They speaking version 4.0 .. wait and see there ;

  • Anyone able to convert this shader to C2?

    https://github.com/uheartbeast/jitter-free-pixelart-scaling/blob/master/JitterFreePixelArt.shader

    See what it does here:

    Subscribe to Construct videos now

    This shader use standard derivatives not working for me in normal fx;

    However i used shadertoy plugin ...

    #extension GL_OES_standard_derivatives : enable

    void mainImage( out vec4 fragColor, in vec2 fragCoord )

    {

    vec2 uv = fragCoord.xy / iResolution.xy;

    vec2 size = vec2(iResolution.xy);

    vec2 pixel = vec2(1.0) / size;

    uv -= pixel * vec2(0.5);

    vec2 uv_pixels = uv * size;

    vec2 delta_pixel = fract(uv_pixels) - vec2(0.5);

    vec2 ddxy = fwidth(uv_pixels )*3.5+sin(iTime)*9.0;

    vec2 mip = log2(ddxy) - 0.5;

    vec4 c1= texture2D(iChannel0, uv + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel, min(mip.x, mip.y));

    vec4 c2 = texture2D(iChannel0, uv); // debug

    fragColor = vec4(c1);

    }

    you can copy past and try with this tool ...

    http://gigatron3k.free.fr//html5/C2/plugin/st/

  • Hey Gigatron,

    i would love to see the shadertoy plugin grow big.

    Any chance to make the preview window smaller or scalable than there would be

    more room for controls?

    Any roadmap on this gem. I would be cool to make a unquie topic for it on the forum.

    Keep up the good work!

    Hello ... the preview window is scalable .. i think..

    http://gigatron3k.free.fr//html5/C2/plugin/st/

    After finishing the work i will publish this plugin for C2 and you can run some basic shadertoy shaders .. this mean no buffered and no complex shaders for newer gfx ...

    Regards

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  • It would be dope to have something like interactiveshaderformat with the ability to save as effect file.

    I need to learn more about shaders. Your making outstanding work with construct2.

    Sure , and thanks for your kind words glad you like it ...

    ok now you can change vec3 float uniforms and load texture, i used normal C2 glwrap.js file it still works.

    But one day i must overwrite glwrap.js from scirra. C3 use newer version of

    glmatrix.

    http://gigatron3k.free.fr//html5/C2/plugin/st/

    some others informations;

    if you want to make modifiable uniform, place at top of shader:

    uniform float myvalue;

    myvalue can now modifiable from shader and must be used somewhere in the shader;

    if you want to make modifiable vec3 uniform, place at top of shader:

    uniform vec3 myvalue; // it's become vec3(x,y,z);

    myvalue can now modifiable from shader and must be used somewhere in the shader;

    to enable standart derivatives place at the top of the shader;

    #extension GL_OES_standard_derivatives : enable

    this enable dFdx,dFdy and fwidth :return the sum of the absolute value of derivatives in x and y

    Regards

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Gigatron

Member since 8 Jan, 2012

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