plugin
Credits: shadertoy,OpenTK
Rendering GLSL fragment shader with shadertoy syntax and output vvvv texture(dx11).
shadertoy is the web application to coding and sharing glsl fragment shader (pixel shader) using WebGL by Beautypi.
if you not familiar with shadertoy, see https://www.shadertoy.com.
just input shader code and play. shader input(uniforms) and main(void) function are managed in renderer node. you don't need write it.
other basic help, see shadertoy howto
https://github.com/minoru-ito/ShadertoyRenderer
Older Revisions
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some screenshots use below codes
https://www.shadertoy.com/view/Ms2SD1
https://www.shadertoy.com/view/4dXGR4
https://www.shadertoy.com/view/ldlXRS
So great!!!
Thanks a lot!!!
great! very handy! thanks
awesome ¡¡, thanks mino
stunning, really stunning!
mega cool.
sick
cool...
waiting for dx11 version
Awesome!! +1 will also wait hopefully for dx11
wow, greate!
how cool is that :D
great stuff! thank you mino!
Great!!
Is it possible to use the code as a standar shader on vvvv so we can create new variables and use it with other nodes ?
@vjc4
interesting but no plan about that. convert glsl to hlsl manually will best way, like this https://vvvv.org/contribution/shadertoys
cg compiler driver by nvidia supposedly does automated translation from GLSL to HLSL. Haven't tried it though.
@vjc4 just added a substitute sting patch for speeding up shader porting and the primatives raymarch example from shadertoy to the other page. The patch only gives you a start, you'll have to go and fix any(!) errors, mostly matrices without the right number of entries I think...
https://www.dropbox.com/s/vek5x296vqe7u8g/quick.jpg?dl=0
@catweasel yeah! it worked perfectly
really great job.
thanks
dx11 support now!
bigup for dx11 support
thank you!
hi @mino awesome work! i had a quick peek inside the dll and saw that the DX11 version uses a fast blockwise copy of the pixels. for the DX9 version you can also use a blockwise copy method, we have some example code here:
https://github.com/vvvv/vvvv-sdk/blob/develop/vvvv45/src/core/Utils3rdParty/SlimDX/TextureUtils.cs
or do you plan to open source the code on github or so?
@tonfilm hi, i forgot to add src link.
https://github.com/minoru-ito/ShadertoyRenderer
also added url to description. original texture is flipped vertically, so reverse it for vvvv
Hello,Minoru! To an unpleasant surprise for myself, I discovered that Shadertoy renderer (DX11) is not working in 50beta36 (red node), can you fix it?
I also got a red node, but I think it's more of a DX11 problem. The Shadertoy Renderer needs "IDX11ResourceProvider" but this was removed from DX11 versions 1.0.0 and later. After I downgraded to DX11 0.7.1, it worked.
any updates on the latest dx11 pack?
b36 dx11 version
Still only supports Open GL 1.3 so some newer shader functions don't work. (updating to OpenGL4 looks like a lot of work) Also doesn't support Shadertoy's multiple passes
Feel free to add to revisions above
https://www.dropbox.com/s/k6yiie22a36xl56/ShadertoyRenderer%20v0.2%20dx11%20b36.zip?dl=1
i didn't take care this plugin recently. it seems i need to update.
@mrboni
thanks, i'll check later ;)
build with beta36 and latest dx11. it should be work now.
there is no new feature with v0.3
thanks for the update @mino!
Just had loads of fun with this, works great now, cheers @mino!
hi mino, I'm trying to use it with this code https://www.shadertoy.com/view/ltyGRV
with vvvv beta36, DX11. but I got this error log :
any suggestion how to solve it ? thanks!
jib i'll check it.
jib i tried that code with beta36, but cannot see that error log.
could you upload files to reproduce your error? thanks.