Ruskul's Recent Forum Activity

  • chrisbrobs - I don't understand, how would those work in replacement of a second texture? By color lookup filter I meant that you generate an rgb color space of your own choosing... either using photoshop or other programs, You save it as a texture then you then reference the texture using the rgb values from sampler front as coordinates for the color space you created. Does this make sense?

    Basically, I want to introduce a second texture in the asset pipeline that I can access via the shader. To be honest I could use two or three... lol. It just dawned on me. I need to check the bump lighting effect... but I thought even it required the use of two sprites lined up where the effect was applied to the second and it read samplerback to get the color values or vica verca.

  • Hey everybody,

    This has been bothering me for a week now. Does anyone know if you can reference another texture besides samplerfront and samplerback?

    I want to make a dirty lens bloom and a color lookup filter. Both require a second texture.

    I've looked around the javascript files that you can access and didn't find anything that was in communication with the fragshader.

    If there is no way to do this then I think this is a major missing feature. But I could have missed it. Given the level of shader development with c2 I could see the majority would care none at all though.

  • chrisbrobs - This is all good info, thanks for taking the time to respond.

    I have read both of those forum posts, and have read through a number of bundled effects, but thats part of the problem... it takes time to hunt down that info, obviously. It just seams like that is really missing from the manual... Though I should lookup the shader tutorials on the forums.

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  • Having support for webgl, but then no documentation is like if there was no documentation for the sdk. Sure you can figure out everything through trial and error, and simply going through code, but that can take hours.

  • Hello,

    Does anyone know why sometimes shaders don't display in the editor and other times they do?

    I have written a few, and haven't noticed any commonalities between the ones that display and the ones that don't. They all work when you run the game, just some of them don't work in editTime.

  • Hey all,

    I was curious if anyone knew how to reference a different texture in the fragshader. I want to make a bloom shader with lens dirt but I can't figure out how to pull anything except samplerFront and samplerBack.

    I also want to make a color adjuster that references an rgb sheet to swap colors, and a more simplified shader to emulate pixel palettes. I would prefer to do this via references to an alternate texture but can't figure out how to pull it in.

    If it is impossible to reference another texture besides samplerfront and back, then I think this would be a very good feature to have.

  • saiyadjin - hm, I dont think we are on the same page. I mean like what variables c2 passes the frag shader (samplerfront, pixelwidth, vtex, etc...) There are a number of builtins that construct 2 automatically passes the shader. But there is no complete list in the documentation... because there is no documentation.

    I should like to be able to pass in other textures but I am not sure how to do that in construct 2, or if it is even possible. This amongst other things can be annoying to figure out without documentation. Also, also, can only the frag shader be altered or can the vertex shader be manipulated as well...

  • - awesome thanks! I don't know how I missed that. I might have been wrapped up in trying to change scaling options at runtime. Thank you!

  • Hey, I may have missed it, but is there a way to change graphics options at runtime? I would like to generally use high quality fullscreen scaling , but this is unrunnable on an older laptop, using low quality fixes this - is there a way to dynamically change these at run time? Even being able to switch from crop to integer and other modes would be nice...

  • C2 has no information on how it ties effects files into the game. This would sure be nice. Its a royal pain digging through bundled effects just to figure out what c2 is doing. It needs to be a part of the sdk.

    TLDR: Documentation needs to be provided for effects. (ie, variables that are passed to the shader from construct, etc)

  • Bump - for the greater good. Took me a year to stumble across this... I've written a few but without documentations of any kind this is a royal pain in the but. Possibilities are limitless but this is a big stumbling block for anyone (like me) who didn't already know how to write shaders. You can find tutorials, but they don't cover what construct 2 is doing...

  • I think there are still no options for that. If you are not yet convinced then read this past beta update...

    https://www.scirra.com/construct2/releases/r57

    It said that construct 2 releases greater than r57 will have their sprite polygons adjusted automatically by construct 2.

    Oh no, a feature that hurts more than it helps... well, at least in my case >.>. Thanks.

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Ruskul

Member since 23 Nov, 2013

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