Comments (3)
Shader editor uses different naming for the uniforms. remove the u_ from their declarations and it should work fine. At least it worked well on my phone. If you want to know which uniforms are available and their names, there's a menu that shows all of them.
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OK, Thanks.
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Hi @rafaellago
Please help me.
Why doesn't work on this app?
/*
static.frag
by Spatial
05 July 2013
*/
#version 330 core
uniform float time;
out vec4 fragment;
// A single iteration of Bob Jenkins' One-At-A-Time hashing algorithm.
uint hash( uint x ) {
x += ( x << 10u );
x ^= ( x >> 6u );
x += ( x << 3u );
x ^= ( x >> 11u );
x += ( x << 15u );
return x;
}
// Compound versions of the hashing algorithm I whipped together.
uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
// Construct a float with half-open range [0:1] using low 23 bits.
// All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.
float floatConstruct( uint m ) {
const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
m |= ieeeOne; // Add fractional part to 1.0
float f = uintBitsToFloat( m ); // Range [1:2]
return f - 1.0; // Range [0:1]
}
// Pseudo-random value in half-open range [0:1].
float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
void main()
{
vec3 inputs = vec3( gl_FragCoord.xy, time ); // Spatial and temporal inputs
float rand = random( inputs ); // Random per-pixel value
vec3 luma = vec3( rand ); // Expand to RGB
fragment = vec4( luma, 1.0 );
}
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Related Issues (20)
- Request: Add extra preset textures
- Request: Support for read+write variable pairs HOT 2
- Feature Request: Lexer-/Parser-Based Syntax highlighting HOT 3
- [Suggestion]: refactor `ShaderRenderer` HOT 2
- QoL: Hide TAB button when code is hidden HOT 1
- QoL: Search bar in Add uniform/texture HOT 2
- Long errors will get trimmed by Android HOT 11
- Different wallpaper shaders for home screen and lock screen HOT 3
- Gyroscope input issues HOT 3
- Sensor didn't work HOT 3
- Variable for dark/night mode HOT 2
- Idea: Use the shaders as custom screensavers
- L0002: Undeclared variable 'iTime' HOT 1
- Touch screen like mouse in computer? HOT 1
- Limit FPS HOT 2
- No matching overload function HOT 2
- Live wallpaper not work in some device HOT 2
- Date and daytime did not update HOT 3
- Request: backbuffer sample
- (Question) Linear sampling for backbuffer HOT 2
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