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Re: Shaderjoy 1.0
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@Capehill
Suffix sounds easer way imho ? just something like .snd and all good. Interesting how it done on original ShaderToy...

Btw, do you know how easy replace iChannel with something NULL, so shaders which use iChannel can be tested also without (i just collecting bug reports and trying to test as much as possible).

For example i take that one: https://www.shadertoy.com/view/4slGzl

And tried to just add at top:

uniform sampler2D texture_null;

and replace iChannel on texture_null.

And while on PC's webgl it compiles and works, on warp3dnova it crashes (but probabaly because of NULL pointer?)

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Re: Shaderjoy 1.0
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@kas1e

Quote:
Interesting how it done on original ShaderToy


I think it downloads data via network. They have an API for that.

Quote:

Nice shader! Seems to trigger crash in glCompileShader and then somewhere in Nova. Maybe that's the same crash as reported earlier?

If you have something like "uniform sampler2D iChannel0" but you don't bind the texture (glBindTexture) and texture unit (glUniform1i(samplerLocation, x)), it should display white colour when sampled.

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Re: Shaderjoy 1.0
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@Capehill
I just go more easy way, just doing this:

float t;

instead of original's:

float t = texture(iChannel0,ditheruv/256.0,-100.0).x*spread/float(iterations);

And it still crashes. And crashes similar to your crashreport before, meaning that it probably share the roots. The same r9,0(r3), and r3 about the same as in your crash report.

Updated your BZ with new info. Need to find what is common in them, or maybe just stripping out one or another till small possible chunk which trigger crash.

EDIT:

Debugged a bit your crash-example, and find out that it crashes because of calling "temp -= bitz[7-inc];" in 4 places. For sake of test just comment out lines : 74,109,143 and 177. Then shader didn't crash (didn't produce anything good either, but didn't crash).

I also checked my one when it crash and it crashes when call "c += trace(P,V,H, t);" (where trace some big function too).

Currently all i can see, its -= and += things , and that both call external functions , so maybe it somehow related to the same "noise" issue , just this time happens to crash instead of visuall glitches ? Also in both cases it happens inside of for (int x = 0; x < y; x ++)


Edited by kas1e on 2020/5/7 20:48:40
Edited by kas1e on 2020/5/7 20:50:05
Edited by kas1e on 2020/5/7 20:56:02
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Re: Shaderjoy 1.1
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@kas1e

Just uploaded version 1.1 with basic iChannel support. Changes:

1.1
- Add iChannel0...3 texture support. Each channel must be loaded manually at the moment.
- Add iChannelResolution0...3 support.
- Add stack cookie and log stack usage at the exit.
- Display a message box in case shader or texture loading fails, instead of exiting.

1.0
- First version

Also added some of those Shadertoy shaders you found.

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Re: Shaderjoy 1.1
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@Capehill
Oh cool ! Want to check now some simple shaders with textures, so should i do something-somewhere to load texture ? Modify original shaders ?

EDIT: ah i see, its manually from the menu, time to test!

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Re: Shaderjoy 1.1
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@kas1e

No need to modify anything but unfortunately you need to load iChannels using RMB menu. I plan to improve the user interface later. There is a "textures" directory, too. There is also a shader called ichannel_test.frag.

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Re: Shaderjoy 1.1
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@Capehill
Yeah, sorted it out, and already found shadertoy's shaders which works with textures!

But seems also found a bug with loading of ichannel : visually, there is diagonal line from X0,Y0, to X1,Y1. Like screen is split on 2 triangles. You can see it even by your testcase shader, by just loading ichannel1 , that line visibly even with abstract1.jpg texture.

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Re: Shaderjoy 1.1
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@Capehill
Also found that some shaders fail from time to time with:

ERROR: 'iChannelResolution' : undeclared identifier
ERROR: 'iChannelResolution' : left of '[' is not of type array, matrix, or vector

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Re: Shaderjoy 1.2
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@kas1e

Doh. iChannelResolution seems to be an array of vec3 instead of 4 separate vec3 uniforms. I need to fix that. Do you have some example shader which is using it?

Quote:

bug with loading of ichannel : visually, there is diagonal line


Diagonal line seems to appear when texture filtering is set to GL_LINEAR_MIPMAP_LINEAR. I have changed this to GL_LINEAR now as a workaround.

Version 1.2 is available now:

- Fix: iChannelResolution is an array of vec3s.
- Workaround: use GL_LINEAR texture filtering to avoid diagonal line where triangles meet.



Edited by Capehill on 2020/5/10 11:36:12
Edited by Capehill on 2020/5/10 17:23:11
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Re: Shaderjoy 1.2
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@Capehill
Quote:

Doh. iChannelResolution seems to be an array of vec3 instead of 4 separate vec3 uniforms. I need to fix that. Do you have some example shader which is using it?


Yeah, for example that one wasn't working in v1.1 , but works now in 1.2 :

https://www.shadertoy.com/view/4djXzz

There were more, and iChannelResolution error gone too, just they fail to compile because of Nova's compiler:

https://www.shadertoy.com/view/XdBSzd
https://www.shadertoy.com/view/MdfGRX
https://www.shadertoy.com/view/4s23WV


Quote:

Diagonal line seems to appear when texture filtering is set to GL_LINEAR_MIPMAP_LINEAR. I have changed this to GL_LINEAR now as a workaround.


Yeah, works in 1.2 ! Is it w3dnova or ogles2 bug ? (so just we can report it while it find).


There is also some list of report/suggestions (if you want them of course :) ) :

1). tooltype to enable/disable VSYNC by default

2). VSYNC seems to be sometime 30 fps ? Should be 60 all the time ? For example sometime i got 30 fps with vsync,then disable vsync and have 100-200, which mean it can be 60.

3). Currently, to make iChannel works, firstly we need to load shader and only then iChannel. If load iChannel first and then shaders, then iChannel didn't take in account. Possible to made it also works when load textures, and then shader too after ?

4). If it easy to implement, then good to have iDate support (not many, but some shaders use it), example:

https://www.shadertoy.com/view/4lfSRM

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Re: Shaderjoy 1.2
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@kas1e

1, 3 and 4 should be simple to implement.

2 sounds strange. I could understand 30 FPS if FPS was below 60 when running free.

Diagonal line, maybe someone can review the code:

enum class Filter
{
    
Nearest,
    
Linear,
    
Mipmap
};

enum class Wrap
{
    
Repeat,
    
ClampToEdge
};

namespace {
    static 
constexpr bool flipVertically true };
    static 
constexpr Filter filter Filter::Linear };
    static 
constexpr Wrap wrap Wrap::Repeat };
}

Texture::Texture(const char* const fileName)
{
    
ImageLoader loader fileNameflipVertically };

    
width loader.Width();
    
height loader.Height();

    
glGenTextures(1, &name);
    
glBindTexture(GL_TEXTURE_2Dname);

    
constexpr int level };
    
constexpr int border };

    
glTexImage2D(GL_TEXTURE_2DlevelGL_RGBAwidthheightborderGL_RGBAGL_UNSIGNED_BYTEloader.Data());
    
glGenerateMipmap(GL_TEXTURE_2D);

    
SetParameters();
}

void Texture::SetParameters() const
{
    if (
filter == Filter::Mipmap) {
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_MIN_FILTERGL_LINEAR_MIPMAP_LINEAR); // Issue
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_MAG_FILTERGL_LINEAR);
    } else if (
filter == Filter::Linear) {
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_MIN_FILTERGL_LINEAR);
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_MAG_FILTERGL_LINEAR);
    } else {
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_MIN_FILTERGL_NEAREST);
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_MAG_FILTERGL_NEAREST);
    }

    if (
wrap == Wrap::Repeat) {
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_WRAP_SGL_REPEAT);
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_WRAP_TGL_REPEAT);
    } else {
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_WRAP_SGL_CLAMP_TO_EDGE);
        
glTexParameteri(GL_TEXTURE_2DGL_TEXTURE_WRAP_TGL_CLAMP_TO_EDGE);
    }
}


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Re: Shaderjoy 1.2
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I also spend some time into looking for cool shaders on shadertoy.com.

Grab the results here:
https://workupload.com/file/fFCG5qDp3HP

The archive contains two folders "working" and "glitch". The fragment shaders in glitch usualy comment whats wrong in the filename after the _ (underline).

Check "more colorful than average.frag" and "klk's Simple Plasma.frag" inside the archive if you like colors :)

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Re: Shaderjoy 1.2
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If it helps improving the shader compiler / graphics driver i can also upload an archive with the shaders having compilation problems and the shaders showing heavy rendering glitches.

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Re: Shaderjoy 1.2
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@IamSONIC
I also made some big base of shaders working/non-working (and non working ones split on errors, etc). So better for Hans will be if we will merge it all, and made proper bug report for single issue.

For example, there lots of : need xxx SGPRS, which exceeds the maximum of 102 and need xxx VGPRs, which exceeds the maximum of 256, which can be just one single bug report called "increase number of potencially used SGRPS and VGPRs and put there just a list of shaders which is want it.

Another bug report its bunch of shaders which didn't compiles, because of one error , so one bug report. Another one another.

There also shaders which share the same root : produsing some bloky noise. Those ones also for one single bug report.

Some shaders cause crashes (those ones already reported in one single report, there a very little crashed ones, 2 or 3).

Some shaders produce wrong colors , those ones also for single bug report should come if errors the same.

In other words, if you doesn't mind , i can grab your archive, combine and sort it with my one, and create proper bug reports.

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Re: Shaderjoy 1.2
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@All

There some good new shaders working with ShaderJoy1.2 (i choice only those ones which looks _really_ good, not just anything which works):

alien tech 2: https://www.shadertoy.com/view/3t3XRS
Outline #1: Voxel tunnel : https://www.shadertoy.com/view/MscBRs ++
Doodling #2: Ghost : https://www.shadertoy.com/view/MsVyRh
LiveCoding #1 : https://www.shadertoy.com/view/4ddfDr
Transparent Lattice : https://www.shadertoy.com/view/Xd3SDs
Blobs: https://www.shadertoy.com/view/lsfGzr
Traced Minkowski Tube : https://www.shadertoy.com/view/4lSXzh
Two Tweets: https://www.shadertoy.com/view/MsfGzM
Polygonal Terrain : https://www.shadertoy.com/view/Md23RK
Hypnotic ripples : https://www.shadertoy.com/view/ldX3zr
Sunset: https://www.shadertoy.com/view/MdsSzf
Color grid: https://www.shadertoy.com/view/4dBSRK
Nebula - space: https://www.shadertoy.com/view/4d3SWM ++
Smoke and mirrors: https://www.shadertoy.com/view/WdjGRc
Metallic Paint Stir : https://www.shadertoy.com/view/3sG3Rd
Loading ... : https://www.shadertoy.com/view/XsfGWB
shadetober #07 (enchanted) : https://www.shadertoy.com/view/wsKGzy
[SH17A] Raymarched Plasma : https://www.shadertoy.com/view/ldSfzm
A flow of 33 : https://www.shadertoy.com/view/td3Sz8
ShaderTober - Mindless : https://www.shadertoy.com/view/3dVGWz
kalizyl und kalizul : https://www.shadertoy.com/view/MtlGR2
Test Rounded Cone Intersector : https://www.shadertoy.com/view/XtGBDR
Penta Spiral : https://www.shadertoy.com/view/WdV3R3
3D Blocks : https://www.shadertoy.com/view/WlBXzy ++
thing_14 : https://www.shadertoy.com/view/XtyfRc
Channel Soup : https://www.shadertoy.com/view/tdBSWR
Factory Windows : https://www.shadertoy.com/view/Wsy3z3
Enso or Arrival : https://www.shadertoy.com/view/3d2XzR
(Actually) Square Tunnel : https://www.shadertoy.com/view/tdcGDf
Topologica: https://www.shadertoy.com/view/4djXzz


Aslo, there is list of shaders wihch use textures and which also works with ShaderJoy 1.2:

Hot Shower : https://www.shadertoy.com/view/4lf3Rj (0 : gray noice medium, 1: lichen)
sphere intersect pub : https://www.shadertoy.com/view/XsfBRH (0: abstact1)
Shallow river (238 char) : https://www.shadertoy.com/view/MsdyWs (0: abstarct1 , 1: star, 2: lichen)
Ocean Rescue : https://www.shadertoy.com/view/XlX3RB (0: organic1). There some starnge difference : on os4 at top we can see some additional lines over the ocean's waves.
Easy sphere distortion : https://www.shadertoy.com/view/XddBzX : (0: rock tiles)
FakeLightMove : https://www.shadertoy.com/view/3lXGRB (0: bayer)
[2TC 15] Warp Tunnel : https://www.shadertoy.com/view/Xts3D7 (0: stars)
Glowing blobs : https://www.shadertoy.com/view/4slGW7 : (0: bayer) (originanly sound, replaced on texture)
[SH17A] The Ancient Code : https://www.shadertoy.com/view/XsjBWW (0: font1)
Noise Fire : https://www.shadertoy.com/view/XlKyzW (0: Gray Noise Small)



Some are of really high quality ! Those ones which have low framerate (there few of them), have the same low framerate on PC, so no worry.

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Re: Shaderjoy 1.2
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@Capehill
I also find a lot of compiling/half-working shaders which produce the same "noise" effect BZ about which you create. There is list:


https://www.shadertoy.com/view/3dBczK
https://www.shadertoy.com/view/MdSGRc
https://www.shadertoy.com/view/lsfGDB
https://www.shadertoy.com/view/ltXSDB (that one interesting as show some part but noise other one)
https://www.shadertoy.com/view/Mds3Wn
https://www.shadertoy.com/view/MdXXW2
https://www.shadertoy.com/view/MdB3Dd
https://www.shadertoy.com/view/XsBXDc
https://www.shadertoy.com/view/lslXRS
https://www.shadertoy.com/view/Xsc3R4
https://www.shadertoy.com/view/4tdczl (very small! good for tests !. also with helper function, and there is another without helper function which works fine and looks close: https://www.shadertoy.com/view/3sG3Rd)
https://www.shadertoy.com/view/ltXGRj
https://www.shadertoy.com/view/3ttXWX (small, with helper function, almost works, just with noise).
https://www.shadertoy.com/view/3tsSz2
https://www.shadertoy.com/view/wtjSWV
https://www.shadertoy.com/view/Wt2XW3
https://www.shadertoy.com/view/Wst3Wn
https://www.shadertoy.com/view/wd2Szm (small, a VERY little but visibly noise, good for tests!)
https://www.shadertoy.com/view/3sfczH
https://www.shadertoy.com/view/XlSGWR (very little noice, mostly filled by some color)
https://www.shadertoy.com/view/4djyzK (also good for test, visually can be seen what wrong)

I think at least we can pinpoint something from it and made live of Hans easy to cleary point out what wrong. My idea is to just grab the small-noise-bad one, and try to rewrite it bit by bit, to see when bug is gone. Then it will be easy to report roots, and easy to Hans or Daniel to fix.

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Re: Shaderjoy 1.2
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@kas1e

Quote:
In other words, if you doesn't mind , i can grab your archive, combine and sort it with my one, and create proper bug reports.


Sounds good, here are the non-working shaders:
https://workupload.com/file/mpbj3QsjnnL

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Re: Shaderjoy 1.2
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@Capehill
And another moment : seems with 1.2 something start to be wrong (or, i just lucky only now), as i find some issues cause crash/freeze. First time i noticed when just unpack 1.2 , and tried to run some shader : freeze. Ok, can be anything, reboot. Then, after 2 failed shader (can't compile) cpu go to 100%, and close gadget didn't works. Ok, reboot. Then for a while everything correct and works. Now, i got a crash when on working shader with textures tried to press close gadget, and shader joy crashed , ignore DSI cause freeze. Sadly didn't save crashlog. With 1.1 never had that. But maybe pure luck, if nothing were changed except things you wrote in history.

@IamSONIC
Got both archives, sorting them out :) Thanks!

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Re: Shaderjoy 1.2
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@kas1e

It would be cool if you share the shaders as an archive. It's arduous to get them via the shadertoys urls on OS4. Or do you have some "shortcut" to grab them on OS4 directly?

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Re: Shaderjoy 1.2
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@IamSONIC
I just grab then on PC by selecting code, and PC connected via Zita-ftpd with amiga, and so i come to shaders directory via totalcommander on PC, then shift+f4 for create new file via notepad++ , put it there, save, and its already on os4 side in right place. But surely can pack them all and upload

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