matriax
The C2 editor run the shader, this is the reason of this case.
You must simply preview fx off on the editor (projet);
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the aspect ratio is now corrected . appliyed to layout;
yes it use random seed function ... but let me add some shape transition...
I think i have all the source of transition fx i found around the web...i can
continue this work...
http://gigatron3k.free.fr/html5/C2/FX/mtransition.rar
brent_hamel
Let me finish it and then i will look for sprite issue ..
Just added , scanline mode, BW and monochrome , pixelizer ...
http://gigatron3k.free.fr/html5/C2/FX/utilitysh/
fx: http://gigatron3k.free.fr/html5/C2/FX/utilitysh.rar
thanx
adcornaglia
Ok this fx is now in beta stage so request is open;
You can rotate x,y,z skew xy, move x,y position and zoom for now ; xy scanline is added for fun but i can remove or
on/off if you request;
i have a little free time to publish this ;
new demo : http://gigatron3k.free.fr/html5/C2/FX/utilitysh/
and fx beta here just apply this fx to layout : http://gigatron3k.free.fr/html5/C2/FX/utilitysh.rar
** Dont forget to support my works <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
Long time ago i started multi transition fx, but no one here are interested about it and i dropped this fx. But
i found this on my SSD disk; You can test this ;
Bouncer contain curtain fx ... viewtopic.php?f=184&t=171684&p=1032075&hilit=transition#p1032075
Yes it's possible ... don't know for shader editor but you can draw circle square fade or what you want with shaders for
screen transition ...
I can publish a demo soon for this request ;
Picoti
You must follow this topic ...
I will release this when the authour finished version 7.0 of flodjs;
Anyway it's working for me but not yet ready to public... so please be patient ;
zenox98
You are really nice, thanks for these nice words;
Regards
Irbis This one is simple than other;
#ifdef GL_ES precision mediump float; #endif uniform mediump sampler2D samplerBack; uniform mediump sampler2D samplerFront; varying mediump vec2 vTex; uniform mediump vec2 destStart; uniform mediump vec2 destEnd; uniform mediump float seconds; uniform mediump float date; uniform mediump float pixelWidth; uniform mediump float pixelHeight; vec2 iResolution = vec2( 1./pixelWidth, 1./pixelHeight); float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } float noise3d(vec3 p) { vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } void main() { vec2 uv = vTex; float v1 = noise3d(vec3(uv * 10.0, 0.0)); // we can play with 10.0 to replace it // by uniform float x ; noise3d(vec3(uv * x, 0.0)); float v2 = noise3d(vec3(uv * 10.0, 1.0)); // this for y ; noise3d(vec3(uv * y, 1.0)); vec4 color = texture2D(samplerFront, uv + vec2(v1, v2) * 0.1); gl_FragColor = color; } [/code:1ugc1062] Note: For IOS ; it's important to initialize variables correctly, and right code; For example ; for last line this work too : gl_FragColor = vec4(color);
Another nice port see on Unity fx ; important cpu usage here ( complex noise used)
Live demo;
http://gigatron3k.free.fr/html5/C2/FX/astar
Hope this demo work for you; will release it after my hollidays 2 week later,
Enjoy ;
Good news after long time <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">
answer with demo ;
http://gigatron3k.free.fr/html5/C2/FX/c3demo/
Maybe will include glMatrix 2.0 ;
Irbis
And i think i ve allready converted this one here ;
http://gigatron3k.free.fr/html5/C2/FX/glitchs_fx.rar
Member since 8 Jan, 2012