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Re: Shaderjoy 1.15
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2007/9/11 12:31
From Russia
Posts: 6431
@Capehill
Btw, is options for the bufferA/B/C/D such as linear, mipmap,clamptoedge, etc working? I mean they working surely for pure textures, but did they work for buffers? Why I ask, it because I tried some simple one which has a small BufferA shader and mainimage one: https://www.shadertoy.com/view/4dcGDS , and it renders a bit different of what expected (see not circle-dots in our version, but that again, can be a Nova issue of course)


Or for example that one: https://www.shadertoy.com/view/MdcGWS , also works, small, but renders a bit different , with no dots. Maybe Nova has bugs when dot() is used?

ps. is the next step is support for sound/music ?:)

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Re: Shaderjoy 1.15
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@kas1e

Texture filtering is not supported properly yet for buffers.

Audio support would certainly be fun. I haven't checked any of those audio shaders yet so I don't know what dynamic range they are using for the sound (0.0...1.0 or full float range).

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Re: Shaderjoy 1.15
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@Capehill
Quote:

Audio support would certainly be fun. I haven't checked any of those audio shaders yet so I don't know what dynamic range they are using for the sound (0.0...1.0 or full float range).


As I understand there few kinds of sound shaders: one which almost not used in shadertoy shaders is GPU sounds ones, and ones which instead often used (probably 99% of all shadertoy shaders with sound) are just external tracks. But that also can be in 2 ways: 1). they use inbuild sounds for shadertoy (probably they placed in the repo) and 2). sound cloud with tracks.

So far I didn't get where the links to sounds placed. If press on the preference button of ichanel where sound placed, it brings the usual filter's settings.

There is list of sound shaders I found which are small enough and which mostly works on the latest beta of nova, which probably will be good for tests:

https://www.shadertoy.com/view/MdXSzS
https://www.shadertoy.com/view/XsfGDS
https://www.shadertoy.com/view/4sjXRh
https://www.shadertoy.com/view/4slGW7
https://www.shadertoy.com/view/Msl3WH
https://www.shadertoy.com/view/MtKSRc
https://www.shadertoy.com/view/lsl3zr
https://www.shadertoy.com/view/MdtXDf
https://www.shadertoy.com/view/tlySzm
https://www.shadertoy.com/view/XsX3zS
https://www.shadertoy.com/view/XdlGzr
https://www.shadertoy.com/view/WdjfRc
https://www.shadertoy.com/view/MslGWN
https://www.shadertoy.com/view/3tsyWM
https://www.shadertoy.com/view/4t2Xzt
https://www.shadertoy.com/view/Msl3zr

EDIT: find out that when Soundcloud is used, there are "misc" suboptions in prefs, and there you can set/see a link to the track, like this :

https://soundcloud.com/goa-spirit/goa-spirit-psychedelic-goa

But for us IMHO enough to just have support for local sounds. All that work to support streaming via a network from a particular site which may die soon or later not worth of time (IMHO, of course). Can be good to support that too, but local ones can be enough too (in end, we can download music from sound cloud and use it locally).

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Re: Shaderjoy 1.15
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@Capehill

Btw, there is an ultra-small multipass shader (mainimage + bufferA only): https://www.shadertoy.com/view/XsyGzz

See, when it works, we see at the top-right, and at bottom-left like some areas overwrite the previous buffer. That one so small that will be IMHO very good tests.

Or for example that one (also bufferA + mainimage only): https://www.shadertoy.com/view/ltfXDN, also small, and you can see at the bottom of the rendering we have like the top of buffer renders a bit at the bottom.

EDIT: and very good test for all the buffers at once probabaly will be that one : https://www.shadertoy.com/view/lst3Df

It uses all 4 buffers, 2 of them use per 3 textures, and 2 of them use other buffers. So pretty good stress test. So far all compile fine, but I can't make it to work as expected, even if I mimic everything like on shadertoy.

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Re: Shaderjoy 1.15
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2007/1/10 21:56
From Stockholm Sweden
Posts: 107
@Capehill
Thank you for another update of this cool piece of software!

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Re: Shaderjoy 1.16
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From Lothric
Posts: 1119
1.16 changes:

- Improve AppWindow feature: load file into currently active page.
- Improve Channel window by moving input selection above other gadgets.
- Disable texture file selection gadget when Buffer is chosen.
- Display message box when Buffer compilation fails.
- Compile all programs (Image + Buffers) when compile button is clicked.
- Sync shader code from GUI when compile button is clicked.
- Remove Buffer references in channels when some buffer tab is closed.
- Implement different logging levels. (Not used widely yet.)
- Improve debug logging, especially related to OpenGL resources.
- Fix a bug (of the year) that prevented Buffer channel configuration.
- Add one more rendering pass: render Image to an FBO.
- Use the latest rendered buffer instead of generating new frames in pause mode.
- Clear FBO textures on window resize.

Ps. Shaderjoy in numbers:

~ 7300 lines of C++(14ish)
~ 400 git commits
- 17 releases
- 269 downloads on OS4Depot. Actual number should be bigger because OS4Depot doesn't have all versions.

Ps2. Forgotten change:

- Implement texture filtering for Buffers.

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Re: Shaderjoy 1.16
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Joined:
2015/6/11 9:51
From Cologne
Posts: 418
@Capehill
Great stuff, thanks! It's really becoming a killer app (and it certainly is the best offline Shadertoy viewer among all systems already)

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Re: Shaderjoy 1.16
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2011/11/29 0:54
From Norway
Posts: 296
@Capehill

i'm dying to test this.. no warp no honey..

amigakit/a-eon wake up for cryin out loud

sorry my tiny derail

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Re: Shaderjoy 1.16
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2007/9/11 12:31
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@Capehill
So far as seems to works good, thanks !

Through curious about that one:

Quote:

- Disable texture file selection gadget when Buffer is chosen.


Is it mean that you disable texture selection for buffers, or it just something different ? Because buffers tend to use textures of course :)

Overall i am with Daniel : it's just masterpiece!

PS. we need something like .shdrjoy file format decribing what shaders/textures/etc use , as sometime it just hardcore to load manually all 4 buffers, with textures, and which use one or other buffer reverted :)


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Re: Shaderjoy 1.16
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@kas1e

Quote:

Is it mean that you disable texture selection for buffers, or it just something different ? Because buffers tend to use textures of course :)


It only means the channel input: you either use buffer A-D or a texture, cannot use both at the same time on one channel.

I agree about project file. It will be probably the next main feature. Without it testing is just too slow.

@all Thank you for kind words!


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Re: Shaderjoy 1.16
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Posts: 418
@Capehill
Quote:
I agree about project file.

I'd recommend going for the exact JSON format which ShaderToy's API uses.

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Re: Shaderjoy 1.16
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2007/3/26 0:56
From Los Angeles
Posts: 142
Does this sosftware run on Warp3d on R200 (Radeon 9000)

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Re: Shaderjoy 1.16
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Posts: 418
@magnetic
Of course the answer is a big no, requirements from page 1, 1st comment:
Quote:
Requires OpenGL ES 2.0 and Warp3D Nova.

This is a program that stresses even modern gfx cards.


Edited by Daytona675x on 2020/9/27 11:02:29
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Re: Shaderjoy 1.16
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Posts: 142
@Daytona675x

Ok thanks. I dont keep up with Amiga os4 3d drivers. Its kind of confusing.

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Re: Shaderjoy 1.16
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2007/9/11 12:31
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@Capehill, Daniel

After shit storm about silence from all the parties, there was a beta release on Enhancer with a newer beta of Warp3DNova, and from the very first test, that version is of _VERY_ good progress in terms of register allocation limits. From brief tests, I can say, that probably of all non-working because of not enough SGPR/VGPRS shaders, 80% of them work.

For example:

https://www.shadertoy.com/view/MlfGz8 : before need 3136 SGPRs, need 1588 VGPRs : since 1.78 WORKS ! Through slow on loading, but works !
https://www.shadertoy.com/view/wdjyRt : before need 180 SGPRs, need 296 VGPRs : since 1.78 works !
https://www.shadertoy.com/view/Xlj3Rh : before need 284 SGPRs, need 685 VGPRs : since 1.78 works !
https://www.shadertoy.com/view/tsScRK : before need 150 SGPRs : since 1.78 works !
https://www.shadertoy.com/view/WsSBW1 : before need 172 SGPRs : since 1.78 works !
https://www.shadertoy.com/view/Wdjfzh : before need 150 SGPRs (1.68 was 148) : since 1.78 works !


And so on, so optimization has a place for sure in this them.


Edited by kas1e on 2020/10/11 22:55:27
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Re: Shaderjoy 1.16
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Joined:
2006/12/4 21:53
From www.amigakit.com
Posts: 513
Quote:
After shit storm about silence from all the parties, there were beta release on Enhancer with a newer beta of Warp3DNova


Absolutely not related. Your posts in public on the forums have nothing to with my release schedule and will certainly not influence it, sorry. The work that Hans has been doing is a collaboration of our monthly development meetings and were planned out some time ago to match our commercial objectives.

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Re: Shaderjoy 1.16
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2006/12/2 3:55
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@amigakit

Apparently the latest Opengles2 3.0 was not included yet, perhaps forgotten?

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Re: Shaderjoy 1.16
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@Capehil,Daniel

I am a bit corrected myself : its more than 90% works. Probabaly almost all previous failed shader because of SGPRs/VGPRs limitation works, some may fail still, but most i tried currently works in terms of SGPRs/VGPRs limits. Just can fail because of other errors like unsupported instructions and stuff, but SGPRs/VGPRs limits optimized now pretty well.




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Re: Shaderjoy 1.16
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@kas1e

Oh, that's great news :) Thanks to all involved.

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Re: Shaderjoy 1.16
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@amigakit

Quote:

Quote:

After shit storm about silence from all the parties, there were beta release on Enhancer with a newer beta of Warp3DNova

Absolutely not related. Your posts in public on the forums have nothing to with my release schedule and will certainly not influence it, sorry.

Absolutely not true either.
kas1e is the not the sole poster on that thread and is certainly not the only one who expressed his anger.
We won't let him stand in the wind all by himself, you can be sure that there is a great deal of people behind him, not that expressive, not that active, but still supporting.

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