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Re: [library] moonshine – Chainable post-processing shaders for LÖVE.

Posted: Thu Mar 01, 2018 9:15 pm
by azoyan
Hello! Thank you very much for your library.

But I have some problems with shaders on my gadgets.

1. Xiaomi Redmi Note 3 Pro (Android 6.0.1, Qualcomm Snapdragon 650 MSM8956 1800 MHz, Adreno 510)
effect godsray

Code: Select all

Error

Cannot compile pixel shader code:
Line 15: ERROR: '<': wrong operand types no operation '<' exists that takes a left-hand operand of type 'int' and a right operand of type 'uniform float' (or there is no acceptable conversion)

Traceback
[C]: in function 'newShader'
moonshine/godsray.lua:62: in function 'e'
moonshine/init.lua:81: in function 'moonshine'

2. Cube Talk 9x 16Gb (Android 4.4, MediaTek MT8392 2000 MHz, Cortex-A7, Mali-450 MP4)
effect vignette

Code: Select all

Error

Cannot compile pixel shader code:
0:11: L0001: Excpected token 'i', found 'identifier'
0:12: L0002: Undeclared variable 'v'

Traceback
[C]: in function 'newShader'
moonshine/vignette/lua:32: in function 'e'
moonshine/init.lua:81: in function 'moonshine'
This is not 100% coverage testing, just what i find.
Thank you!

Re: [library] moonshine – Chainable post-processing shaders for LÖVE.

Posted: Sat Jul 24, 2021 3:10 pm
by togFox
Checking if this library works for the latest love? (Will try it soon) and if it can provide a futuristic neon type glow to rich blue, yellow and red colours? I'm going for a glowing cyber punk thing and going this or something like this can help.

Re: [library] moonshine – Chainable post-processing shaders for LÖVE.

Posted: Sun Jul 25, 2021 2:16 am
by yetneverdone
azoyan wrote: Thu Mar 01, 2018 9:15 pm Hello! Thank you very much for your library.

But I have some problems with shaders on my gadgets.

1. Xiaomi Redmi Note 3 Pro (Android 6.0.1, Qualcomm Snapdragon 650 MSM8956 1800 MHz, Adreno 510)
effect godsray

Code: Select all

Error

Cannot compile pixel shader code:
Line 15: ERROR: '<': wrong operand types no operation '<' exists that takes a left-hand operand of type 'int' and a right operand of type 'uniform float' (or there is no acceptable conversion)

Traceback
[C]: in function 'newShader'
moonshine/godsray.lua:62: in function 'e'
moonshine/init.lua:81: in function 'moonshine'

2. Cube Talk 9x 16Gb (Android 4.4, MediaTek MT8392 2000 MHz, Cortex-A7, Mali-450 MP4)
effect vignette

Code: Select all

Error

Cannot compile pixel shader code:
0:11: L0001: Excpected token 'i', found 'identifier'
0:12: L0002: Undeclared variable 'v'

Traceback
[C]: in function 'newShader'
moonshine/vignette/lua:32: in function 'e'
moonshine/init.lua:81: in function 'moonshine'
This is not 100% coverage testing, just what i find.
Thank you!
As far as i know the shader code is a little bit different when using it for mobile because mobile phones use a different version/subset of the opengl shading language