Help with this shader, please?
Posted: Mon Nov 02, 2015 11:49 pm
Hello, I tried to modify a shader I found on shadertoy @ https://www.shadertoy.com/view/lsXSWl and make it work on a canvas, but for some reason the canvas on which I apply the shader just renders a black screen.
Any thoughts?
Thanks!
Any thoughts?
Thanks!
Code: Select all
code =
[[
extern vec3 iResolution;
extern Image iChannel0;
extern number iGlobalTime;
float rng2(vec2 seed)
{
return fract(sin(dot(seed * floor(iGlobalTime * 12.), vec2(127.1,311.7))) * 43758.5453123);
}
float rng(float seed)
{
return rng2(vec2(seed, 1.0));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 blockS = floor(uv * vec2(24., 9.));
vec2 blockL = floor(uv * vec2(8., 4.));
float r = rng2(uv);
vec3 noise = (vec3(r, 1. - r, r / 2. + 0.5) * 1.0 - 2.0) * 0.08;
float lineNoise = pow(rng2(blockS), 8.0) * pow(rng2(blockL), 3.0) - pow(rng(7.2341), 17.0) * 2.;
vec4 col1 = texture2D(iChannel0, uv);
vec4 col2 = texture2D(iChannel0, uv + vec2(lineNoise * 0.05 * rng(5.0), 0));
vec4 col3 = texture2D(iChannel0, uv - vec2(lineNoise * 0.05 * rng(31.0), 0));
fragColor = vec4(vec3(col1.x, col2.y, col3.z) + noise, 1.0);
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec2 fragCoord = texture_coords * iResolution.xy;
mainImage( color, fragCoord );
return color;
}
]]
function love.load()
--font = love.graphics.newFont("AtariST8x16SystemFont.ttf", 32)
shader = love.graphics.newShader( code )
canvas1 = love.graphics.newCanvas( 800, 600 )
canvas2 = love.graphics.newCanvas( 800, 600 )
iGlobalTime = 0
end
function love.update( dt )
-- 1ST CANVAS
love.graphics.setCanvas(canvas1)
--love.graphics.setFont(font)
for i=0, 64 do
love.graphics.print('Hello World! Hello World! Hello World! Hello World! Hello World! Hello World! Hello World! Hello World!', 0, i*12)
end
love.graphics.setCanvas()
-- 2ND CANVAS
love.graphics.setCanvas(canvas2)
love.graphics.setShader(shader)
iGlobalTime = iGlobalTime + dt
shader:send("iGlobalTime", iGlobalTime)
shader:send("iResolution", {800, 600, 1})
shader:send("iChannel0", canvas1)
love.graphics.setShader()
love.graphics.setCanvas()
end
function love.draw( )
-- love.graphics.draw(canvas1,0,0) -- this shows canvas1 has render data
love.graphics.draw(canvas2,0,0) -- yet this renders nothing
end