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Re: Shaderjoy 1.19
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@Capehill
Starting checking projects support: at least I was able already to put some image.frag to any directory and set for it some textures, and it works. Like this:

# Shaderjoy project file
Version=1.19
Name
=Acid Driver https://www.shadertoy.com/view/llXGRs
#
Image path=01_acid_driver.frag
Channel0 texture
=textures/shadertoy/Organic2.jpg filter=Mipmap wrap=Repeat
Channel1 texture
=textures/shadertoy/Gray_Noise_Small.png filter=Mipmap wrap=Repeat
Channel3 texture
=textures/shadertoy/Nyancat.png filter=Nearest wrap=clamp


And have a little report right from the beginning:

1. some cosmetic: By default project example come with "Version = 1.18" inside

2. When using "Clamp" wrap-mode, have: "unknown wrap mode 'Clamp' - using Repeat

3. for disable flip, I just need to remove it? I.e. nothing like flip=1 vs flip=0, just if flip need it I put it between testure_or_buffer_name and filter mode, and if I don't need it, just didn't put the "flip" word at all?

Checked also more harder multipass shader with textures, and it works ! Like this:

# Shaderjoy project file
Version=1.19
Name
=An innocent message https://www.shadertoy.com/view/MlySzW

#
Image path=image.frag
Channel0 buffer
=BufferA filter=Linear wrap=Clamp
Channel1 texture
=textures/shadertoy/Font1.png flip filter=Mipmap wrap=Clamp

#
BufferA path=buffera.frag
Channel0 texture
=textures/shadertoy/Organic4.jpg flip filter=Mipmap wrap=Repeat
Channel1 buffer
=BufferB filter=Mipmap wrap=Clamp

#
BufferB path=bufferb.frag
Channel0 texture
=textures/shadertoy/Font1.png flip filter=Mipmap wrap=Clamp


Through have the same issue that Clamp is unknown, and repeat used. But all now works as expected! Thanks as usual, soon will release some big pack of shaders (about 2 thousands of pure, textured, and multipass shaders).


Edited by kas1e on 2021/3/28 20:45:15
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Re: Shaderjoy 1.19
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@Capehill
Thank you for another update!

Edit:
@kas1e
Wow! Looking forward to that big pack of shaders!


Edited by khayoz on 2021/3/29 19:23:51
Edited by khayoz on 2021/3/29 19:24:29
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Re: Shaderjoy 1.19
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@kas1e

1) It seems that this file was saved using 1.18.

2) Where "Clamp" string came from? It should be "ClampToEdge"...

3) Yes, "flip" is only written when it's true.

Quote:

soon will release some big pack of shaders (about 2 thousands of pure, textured, and multipass shaders)


This sounds amazing. Thanks for collecting and testing all those.





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Re: Shaderjoy 1.19
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@Capehill
Quote:

2) Where "Clamp" string came from? It should be "ClampToEdge"...


Oh, I just got the name from "prefs" on shadertoy pages, but yes, ClampToEdge works, thanks!

Also tested new screenshot functionality: works well as well. And what is good there is that it takes a screenshot of the size of the window.

Btw,

Quote:

- Use a hard-coded alpha value of 1.0f.


What are the benefits of it?

Quote:

- Work on audio support internally (not finished).


What plan for it? I mean, firstly just load-up and play .wav files from HDD?


And find out the first bug in the parsing of project file's paths, to reproduce:

1. create directory "test"
2. put there "image.frag"
3. create a test.sjp outside this directory on one level up.
4. in the .sjp, made image path like : "image path=test/image.frag".

Try to run this project, and it fails to load test/image.frag.

If I put test.sjp to the "test" directory, and modify the image path to be just "image.frag", then the project works. I.e. issue exactly when we trying to put shaders on level(s) down/up of the directory where project file placed

That need for multipass shaders, when you want to put all shaders in the directory, and made a ".sjp" file outside of it, so it can be just dbl-cliking on the .sjp, without putting it to the same place where all multipass files placed and make users thinking what file to run.


Edited by kas1e on 2021/3/30 6:51:30
Edited by kas1e on 2021/3/30 6:53:02
Edited by kas1e on 2021/3/30 6:58:50
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Re: Shaderjoy 1.19
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@kas1e

Quote:
alpha value


I checked commit log and it was changed right after screenshot feature. So probably screenshots (PNGs) were broken somehow? I need to retest it to be sure.

Quote:
audio


Playing the sound is not enough because shaders need the frequency data for visuals. So I need to implement a Fast Fourier Transform algoritm or use something from open source.

Then there is glReadPixels-related issue which prevents GPU sound so there are different missing pieces to audio support.

I will check the path issue.

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Re: Shaderjoy 1.19
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We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
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Re: Shaderjoy 1.19
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@Capehill
Quote:

I will check the path issue.

Sorry for being ..., but is there any hope you can release shaderjoy 1.20 just with path issue fix?

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Re: Shaderjoy 1.19
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@Capehill

And found some new error in 1.19:

Take that multipass shader: https://www.shadertoy.com/view/tssBDX

Loading image shader, buffera shader, and set channel0 for both image and buffera as "buffera", works fine in all shaderjoy versions till 1.18 and shader works.

In 1.19 it stops working: it just can't give you the ability to set "buffera" as channel0. I.e. it gives you the ability to set, but when you click "ok" nothing changes, and going back to the ichannel0 setting you can see that there still a "texture" set.


And the same issues with that one:

https://www.shadertoy.com/view/WlKcRG


Also find out that if on .sjp file we had "CR/LF" on end, or just "CR" for carriage return, then we fail. Only works with "LF" at the end.


Edited by kas1e on 2021/4/18 8:08:26
Edited by kas1e on 2021/4/18 8:18:47
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Re: Shaderjoy 1.19
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@kas1e

Quote:

is there any hope you can release shaderjoy 1.20 just with path issue fix?


Yes, I can try to fix that.

Quote:

Also find out that if on .sjp file we had "CR/LF" on end, or just "CR" for carriage return, then we fail. Only works with "LF" at the end.


Do you mean end of the line or end of the file?

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Re: Shaderjoy 1.19
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@Capehill
Quote:

Do you mean end of the line or end of the file?


Can't say now, only found that .sjp not works when i edit them in notepad, and find out that once i replace all CRLF on LF, it start works.

Btw, i think there some general mixum with buffers now. In the test shaders above, if you for example will try to set in the Channel0, bufferB, and click ok, then on next run of Channeo0 settings you will see BufferA. If you set BufferA, it will be then "Texture". And also from .sjp file seems something of that sort happens.

At least with that shader: https://www.shadertoy.com/view/ldK3DV , once i run image.frag into 1.18 version, then add bufferA, and choice ichannel0 of image as bufferA , then woman renders ok. If i do the same in 1.19, then it didn't renders as expected, like, bufferA didn't taked into account.

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Re: Shaderjoy 1.19
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@kas1e

Quote:

Can't say now, only found that .sjp not works when i edit them in notepad, and find out that once i replace all CRLF on LF, it start works.


Strange. I can try to force all endings to LF but let's see if I can reproduce the problem first.

Quote:

Btw, i think there some general mixum with buffers now. In the test shaders above, if you for example will try to set in the Channel0, bufferB, and click ok, then on next run of Channeo0 settings you will see BufferA. If you set BufferA, it will be then "Texture". And also from .sjp file seems something of that sort happens.


The Channel Window part was broken due to enums contained "Sample" but option strings didn't (some audio code is #ifdef'd out). Need to test it a bit more.

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Re: Shaderjoy 1.19
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@Capehill
Quote:

The Channel Window part was broken due to enums contained "Sample" but option strings didn't (some audio code is #ifdef'd out). Need to test it a bit more.


Just to note it also not just the GUI, but from .sjp as well.

For example, try this one https://www.shadertoy.com/view/4tfXDN (put all files in one single folder together with sjp):

# Shaderjoy project file
Version=1.19
Name
=Hierarchical ray marching https://www.shadertoy.com/view/4tfXDN

#
Image path=image.frag
Channel0 buffer
=BufferB filter=Nearest wrap=ClampToEdge
Channel1 texture
=textures/shadertoy/Pebbles.png flip filter=Linear wrap=Repeat
Channel2 texture
=textures/shadertoy/Abstract1.jpg flip filter=Linear wrap=Repeat
Channel4 texture
=textures/shadertoy/Organic2.jpg flip filter=Mipmap wrap=Repeat

#
BufferA path=buffera.frag
Channel1 texture
=textures/shadertoy/Pebbles.png flip filter=Linear wrap=Repeat
Channel2 texture
=textures/shadertoy/Abstract1.jpg flip filter=Linear wrap=Repeat

#
BufferB path=bufferb.frag
Channel0 buffer
=BufferA filter=Nearest wrap=ClampToEdge
Channel1 texture
=textures/shadertoy/Pebbles.png flip filter=Linear wrap=Repeat
Channel2 texture
=textures/shadertoy/Abstract1.jpg flip filter=Linear wrap=Repeat



You can see that rendering is different like some buffers didn't apply (while some are). If I load the same manually in 1.18, it renders as expected.

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Re: Shaderjoy 1.19
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@kas1e

Quote:

Image path=image.frag
Channel0 buffer=BufferB filter=Nearest wrap=ClampToEdge
Channel1 texture=textures/shadertoy/Pebbles.png flip filter=Linear wrap=Repeat
Channel2 texture=textures/shadertoy/Abstract1.jpg flip filter=Linear wrap=Repeat
Channel4 texture=textures/shadertoy/Organic2.jpg flip filter=Mipmap wrap=Repeat


There seems to be Channel4 by mistake. Please fix that and retry.

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Re: Shaderjoy 1.19
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Quote:

There seems to be Channel4 by mistake. Please fix that and retry.


Oh yeah, false alarm! Always have mistakes with that channels thinking that 0 one are first one and so after few thinking that if it 4st one, it then channel4 :)

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Re: Shaderjoy 1.20
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1.20 changes:

- Fix channel window issue where input selection misbehaved.
- Convert potential CR codes to LF when loading project file.
- Add one more way to combine paths when loading shaders.
- Add info log if project files entries are not recognized.

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Re: Shaderjoy 1.20
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@Capehill
Tested: All fixed. Yeah!

Through seems that when we have "space" in the name of the directory we fail then, and putting it inside of " " didn't help as well.

Also, there is still that strange issue with that shader: https://www.shadertoy.com/view/ldK3DV

See how it looks like on 1.18 and 1.19/1.20 when i load image.frag, then buffera.frag and choise in both for image's ichannel0 buffera (click for fullsize):

Resized Image

See, in 1.19/1.20 it looks like buffera didn't taken into account, and woman's hand out of correct look

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Re: Shaderjoy 1.20
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@kas1e

I forgot to fix the "space paths". I left a TODO comment so I will find it next time.

"Find the restroom" shader issue is caused by alpha channel change in 1.19. I guess I need to debug that some day.

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Re: Shaderjoy 1.20
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@Capehill
Sorry to say but find out another issue :( Those 2 shaders work and render correctly on 1.18:

https://www.shadertoy.com/view/llK3Dy
https://www.shadertoy.com/view/MsG3Dz

On 1.19 they didn't work as expected already (because of the bug you fix), and in 1.20 they start to works again, but wrong: their look, not "clean", but very blurred. With 1.18 all fine.

Maybe it's again about that "Alpha" stuff?

And i do not know, if that is the same issue or not, but this one :

https://www.shadertoy.com/view/ldcyW4

Stop to renders completely in 1.20 and give white screen, while works on 1.18.

Maybe also an "alpha" issue?

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Re: Shaderjoy 1.20
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@kas1e

Yeah, it must be alpha because as we can see from the buffer code, all fragColor channels are used for some purpose so hardcoded values change behaviour.

So I wil have to revert that change and add some other fix for whatever issue there was with 1.18.


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Re: Shaderjoy 1.21
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Version 1.21:

- Revert "hard-coded alpha value" change which broke some multipass shaders.
- Save screenshots using mskNone to avoid alpha channel issues.
- Try to handle space characters in shader paths of project file.

I don't recommend to use spaces anyway :)

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