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Shader woes


Alienhead
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Hoping someone might spot instantly what I cant find wrong with my shader.. it won't run under LE.   Thanks for your time.

 

SHADER version 1
@OpenGL2.Vertex
#version 400
#define MAX_INSTANCES 256

@OpenGL4.Fragment
#version 400
#define BFN_ENABLED 1

out vec4 fragData0;
uniform float currenttime;
float time = currenttime/1000;
uniform vec2 buffersize;

uniform sampler2D texture1;
uniform bool isbackbuffer;

float range = 0.05;
float noiseQuality = 250.0;
float noiseIntensity = 0.0088;
float offsetIntensity = 0.02;
float colorOffsetIntensity = 1.3;

float rand(vec2 coord)
{
    return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

float verticalBar(float pos, float uvY, float offset)
{
    float edge0 = (pos - range);
    float edge1 = (pos + range);

    float x = smoothstep(edge0, pos, uvY) * offset;
    x -= smoothstep(pos, edge1, uvY) * offset;
    return x;
}

void main(void)
{
	vec2 uv = gl_FragCoord.xy / buffersize.xy;
	if (isbackbuffer) uv.y = 1.0 - uv.y;

    for (float i = 0.0; i < 0.71; i += 0.1313)
    {
        float d = mod(time * i, 1.7);
        float o = sin(1.0 - tan(time * 0.24 * i));
    	o *= offsetIntensity;
        uv.x += verticalBar(d, uv.y, o);
    }
    
    float uvY = uv.y;
    uvY *= noiseQuality;
    uvY = float(int(uvY)) * (1.0 / noiseQuality);
    float noise = rand(vec2(time * 0.00001, uvY));
    uv.x += noise * noiseIntensity;

    vec2 offsetR = vec2(0.006 * sin(time), 0.0) * colorOffsetIntensity;
    vec2 offsetG = vec2(0.0073 * (cos(time * 0.97)), 0.0) * colorOffsetIntensity;
    
    float r = texture(texture1, uv + offsetR).r;
    float g = texture(texture1, uv + offsetG).g;
    float b = texture(texture1, uv).b;

    fragData0 = vec4(r, g, b, 1.0);
}

 

  • Like 2

I'm only happy when I'm coding, I'm only coding when I'm happy.

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I set it  as Posteffect, but nothing happens,  then I am unable to move the camera around in the editor,  nothing happens. I remove the effect and operations resume as normal. 

No error on the bottom where you normally see errors when applying a bad shader.

I'm only happy when I'm coding, I'm only coding when I'm happy.

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Much appreciated.

I've decided to place defendTHIS! project on hold until Ultra gets it's editor and stuff.. I'm going to move defendTHIS! over to Ultra.  In the mean time I'm finishing up my Galaga clone in LE, got about 2 months left on it - or less.. 

  • Like 4

I'm only happy when I'm coding, I'm only coding when I'm happy.

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