Skip to content
This repository has been archived by the owner on Jan 17, 2023. It is now read-only.

Help: How do i properly port a shader from shadertoy into yoshi engine- #338

Open
dylan012006 opened this issue Sep 18, 2022 · 0 comments
Open

Comments

@dylan012006
Copy link

Hey, So basically i was having a hard time porting a shadertoy frag shader.
Basically i did what it said on the Shader Fragment Documentation and OS Engine's example frag on porting shaders. changing void mainImage( out vec4 fragColor, in vec2 fragCoord ) to void main(), adding #pragma header, adding vec2 fragCoord = openfl_TextureCoordv * iResolution, Changing iChannel0 to bitmap, and Vice Versa, However everytime i load the shader (The HX script is fine) it doesn't load the frag shader. I mostly get an invisible shader or a C1503 error explaining an undefined variable. It honestly made me so annoyed that i ended up burning out. Does anyone know how to properly port a shader from shadertoy onto yoshi engine? Cause i clearly don't know what i'm even doing anymore-

This is the shader i attempted to port: https://www.shadertoy.com/view/Ms23DR

And this is the code in the frag file:

// Loosely based on postprocessing shader by inigo quilez, License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
#pragma header
uniform vec2 iResolution;
uniform float iTime;

vec2 curve(vec2 uv)
{
	uv = (uv - 0.5) * 2.0;
	uv *= 1.1;	
	uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
	uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
	uv  = (uv / 2.0) + 0.5;
	uv =  uv *0.92 + 0.04;
	return uv;
}
void main()
{

    vec2 fragCoord = openfl_TextureCoordv * iResolution;

    vec2 uv = q;
    uv = curve( uv );
    vec3 oricol = texture2D( bitmap, vec2(q.x,q.y) ).xyz;
    vec3 col;
	float x =  sin(0.3*iTime+uv.y*21.0)*sin(0.7*iTime+uv.y*29.0)*sin(0.3+0.33*iTime+uv.y*31.0)*0.0017;

    col.r = texture2D(bitmap,vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
    col.g = texture2D(bitmap,vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
    col.b = texture2D(bitmap,vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
    col.r += 0.08*texture2D(bitmap,0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x;
    col.g += 0.05*texture2D(bitmap,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y;
    col.b += 0.08*texture2D(bitmap,0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z;

    col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);

    float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
	col *= vec3(pow(vig,0.3));

    col *= vec3(0.95,1.05,0.95);
	col *= 2.8;

	float scans = clamp( 0.35+0.35*sin(3.5*iTime+uv.y*iResolution.y*1.5), 0.0, 1.0);
	
	float s = pow(scans,1.7);
	col = col*vec3( 0.4+0.7*s) ;

    col *= 1.0+0.01*sin(110.0*iTime);
	if (uv.x < 0.0 || uv.x > 1.0)
		col *= 0.0;
	if (uv.y < 0.0 || uv.y > 1.0)
		col *= 0.0;
	
	col*=1.0-0.65*vec3(clamp((mod(fragCoord.x, 2.0)-1.0)*2.0,0.0,1.0));
	
    float comp = smoothstep( 0.1, 0.9, sin(iTime) );
 
	// Remove the next line to stop cross-fade between original and postprocess
//	col = mix( col, oricol, comp );

    gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);

}
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant