-
-
Notifications
You must be signed in to change notification settings - Fork 351
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Cannot import from ShaderToy via loader #93
Comments
I think you have to add:
|
iTime has to be renamed:
|
OK, I did the following manually:
No errors now, but all I see is 100% whiteness. |
replace with
|
Cool, it works, thanks! So it was in addition:
? |
exactly! |
Are you in a retina laptop? If that's the case glslViewer will make use of that |
ShaderToy have a custom scheme they use to wrap shaders and allow things like doing WebVR. Is not |
Yes, I have retina. But isn't the view always 0,0->1,1? How can one view display totally different parts then the other (in the same aspect ratio)? |
Related #101 |
I believe is not about the aspect ration but about the pixel density. Because the scene is constructed from the center (.5,.5) with the double of the pixels things looks scaled at the half of the size. Obviously this is not ideal. Needs to be fixed. thanks for the patience |
I wanted to read/understand the code of this ShaderToy shader (https://www.shadertoy.com/view/4s2SRt), suggested by the book, but I couldn't do it.
Isn't there some kind of automatic detection for ShaderToy's variables? Or it is only in glslViewer?
Which might make sense, as the above link actually returns
"Error": "Shader not found"
. Is it a bug in ShaderToy?glslViewer test.frag
, it I get the same error as on editor.Can you help me how to import ShaderToy shaders into glslViewer or editor? Should I manually search and replace variables, etc.? Any idea why is the API not working?
The text was updated successfully, but these errors were encountered: