[effect] Light rays C2

Share your Construct 2 effect files

Post » Sun Apr 09, 2017 8:19 am

Message: iyenal222 can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
I tried to convert this shader to C2 : https://ax23w4.itch.io/lightrays-2d-effect but now I arrived to this result :
Image
A gradient. But I don't know what is doing this. Do you can know please ?
Here is the shader :
Code: Select all
uniform highp float seconds;
uniform highp float _Speed;
uniform highp float _Size;
uniform highp float _Skew;
uniform highp float _Shear;
uniform highp float _Fade;
uniform highp float _Contrast;
varying mediump vec2 vTex;

void main ()
{
  highp vec4 _Color1;
  highp vec4 _Color2;
  _Color1 = vec4(0.100000,1.000000,1.000000,1.000000);
  _Color2 = vec4(0.000000,0.460000,1.000000,0.000000);
  lowp vec4 tmpvar_1;
  highp float val_2;
  highp float noisePos_3;
  highp vec4 color_4;
  mediump float tmpvar_5;
  tmpvar_5 = (1.0 - vTex.y);
  highp vec4 tmpvar_6;
  tmpvar_6 = mix (_Color1, _Color2, vec4(tmpvar_5));
  color_4 = tmpvar_6;
  mediump float tmpvar_7;
  tmpvar_7 = vTex.x;
  noisePos_3 = tmpvar_7;
  noisePos_3 += -0.5;
  noisePos_3 = (noisePos_3 * _Size);
  noisePos_3 = (noisePos_3 + (tmpvar_5 * (_Size * _Skew)));
  noisePos_3 = (noisePos_3 * (1.0/(mix (1.0, _Shear, tmpvar_5))));
  highp vec2 tmpvar_8;
  tmpvar_8.x = noisePos_3;
  tmpvar_8.y = (seconds * _Speed);
  highp vec2 P_9;
  P_9 = tmpvar_8;
  highp vec4 gx_10;
  highp float tmpvar_11;
  tmpvar_11 = (float(mod (floor((tmpvar_8.y / 1000.0)), 2.0)));
  if ((tmpvar_11 == 0.0)) {
    P_9.y = (tmpvar_8.y - (floor(
      (tmpvar_8.y / 1000.0)
    ) * 1000.0));
  } else {
    P_9.y = (P_9.y - (floor(
      (P_9.y / 1000.0)
    ) * 1000.0));
    P_9.y = (1000.0 - P_9.y);
  };
  highp vec4 tmpvar_12;
  tmpvar_12 = (floor(P_9.xyxy) + vec4(0.0, 0.0, 1.0, 1.0));
  highp vec4 tmpvar_13;
  tmpvar_13 = (fract(P_9.xyxy) - vec4(0.0, 0.0, 1.0, 1.0));
  highp vec4 tmpvar_14;
  tmpvar_14 = tmpvar_13.xzxz;
  highp vec4 tmpvar_15;
  tmpvar_15 = tmpvar_13.yyww;
  highp vec4 tmpvar_16;
  tmpvar_16 = (((34.0 *
    (tmpvar_12.xzxz * tmpvar_12.xzxz)
  ) + tmpvar_12.xzxz) / vec4(289.0, 289.0, 289.0, 289.0));
  highp vec4 tmpvar_17;
  tmpvar_17 = (fract(abs(tmpvar_16)) * vec4(289.0, 289.0, 289.0, 289.0));
  highp float tmpvar_18;
  if ((tmpvar_16.x >= 0.0)) {
    tmpvar_18 = tmpvar_17.x;
  } else {
    tmpvar_18 = -(tmpvar_17.x);
  };
  highp float tmpvar_19;
  if ((tmpvar_16.y >= 0.0)) {
    tmpvar_19 = tmpvar_17.y;
  } else {
    tmpvar_19 = -(tmpvar_17.y);
  };
  highp float tmpvar_20;
  if ((tmpvar_16.z >= 0.0)) {
    tmpvar_20 = tmpvar_17.z;
  } else {
    tmpvar_20 = -(tmpvar_17.z);
  };
  highp float tmpvar_21;
  if ((tmpvar_16.w >= 0.0)) {
    tmpvar_21 = tmpvar_17.w;
  } else {
    tmpvar_21 = -(tmpvar_17.w);
  };
  highp vec4 tmpvar_22;
  tmpvar_22.x = tmpvar_18;
  tmpvar_22.y = tmpvar_19;
  tmpvar_22.z = tmpvar_20;
  tmpvar_22.w = tmpvar_21;
  highp vec4 x_23;
  x_23 = (tmpvar_22 + tmpvar_12.yyww);
  highp vec4 tmpvar_24;
  tmpvar_24 = (((34.0 *
    (x_23 * x_23)
  ) + x_23) / vec4(289.0, 289.0, 289.0, 289.0));
  highp vec4 tmpvar_25;
  tmpvar_25 = (fract(abs(tmpvar_24)) * vec4(289.0, 289.0, 289.0, 289.0));
  highp float tmpvar_26;
  if ((tmpvar_24.x >= 0.0)) {
    tmpvar_26 = tmpvar_25.x;
  } else {
    tmpvar_26 = -(tmpvar_25.x);
  };
  highp float tmpvar_27;
  if ((tmpvar_24.y >= 0.0)) {
    tmpvar_27 = tmpvar_25.y;
  } else {
    tmpvar_27 = -(tmpvar_25.y);
  };
  highp float tmpvar_28;
  if ((tmpvar_24.z >= 0.0)) {
    tmpvar_28 = tmpvar_25.z;
  } else {
    tmpvar_28 = -(tmpvar_25.z);
  };
  highp float tmpvar_29;
  if ((tmpvar_24.w >= 0.0)) {
    tmpvar_29 = tmpvar_25.w;
  } else {
    tmpvar_29 = -(tmpvar_25.w);
  };
  highp vec4 tmpvar_30;
  tmpvar_30.x = tmpvar_26;
  tmpvar_30.y = tmpvar_27;
  tmpvar_30.z = tmpvar_28;
  tmpvar_30.w = tmpvar_29;
  highp vec4 tmpvar_31;
  tmpvar_31 = ((fract(
    (tmpvar_30 / 41.0)
  ) * 2.0) - 1.0);
  highp vec4 tmpvar_32;
  tmpvar_32 = (abs(tmpvar_31) - 0.5);
  gx_10 = (tmpvar_31 - floor((tmpvar_31 + 0.5)));
  highp vec2 tmpvar_33;
  tmpvar_33.x = gx_10.x;
  tmpvar_33.y = tmpvar_32.x;
  highp vec2 tmpvar_34;
  tmpvar_34.x = gx_10.y;
  tmpvar_34.y = tmpvar_32.y;
  highp vec2 tmpvar_35;
  tmpvar_35.x = gx_10.z;
  tmpvar_35.y = tmpvar_32.z;
  highp vec2 tmpvar_36;
  tmpvar_36.x = gx_10.w;
  tmpvar_36.y = tmpvar_32.w;
  highp vec4 tmpvar_37;
  tmpvar_37.x = dot (tmpvar_33, tmpvar_33);
  tmpvar_37.y = dot (tmpvar_35, tmpvar_35);
  tmpvar_37.z = dot (tmpvar_34, tmpvar_34);
  tmpvar_37.w = dot (tmpvar_36, tmpvar_36);
  highp vec4 tmpvar_38;
  tmpvar_38 = (1.792843 - (0.8537347 * tmpvar_37));
  highp vec2 tmpvar_39;
  tmpvar_39.x = tmpvar_14.x;
  tmpvar_39.y = tmpvar_15.x;
  highp vec2 tmpvar_40;
  tmpvar_40.x = tmpvar_14.y;
  tmpvar_40.y = tmpvar_15.y;
  highp vec2 tmpvar_41;
  tmpvar_41.x = tmpvar_14.z;
  tmpvar_41.y = tmpvar_15.z;
  highp vec2 tmpvar_42;
  tmpvar_42.x = tmpvar_14.w;
  tmpvar_42.y = tmpvar_15.w;
  highp vec2 tmpvar_43;
  tmpvar_43 = (((6.0 *
    pow (tmpvar_13.xy, vec2(5.0, 5.0))
  ) - (15.0 *
    pow (tmpvar_13.xy, vec2(4.0, 4.0))
  )) + (10.0 * pow (tmpvar_13.xy, vec2(3.0, 3.0))));
  highp vec2 tmpvar_44;
  tmpvar_44.x = dot ((tmpvar_33 * tmpvar_38.x), tmpvar_39);
  tmpvar_44.y = dot ((tmpvar_35 * tmpvar_38.y), tmpvar_41);
  highp vec2 tmpvar_45;
  tmpvar_45.x = dot ((tmpvar_34 * tmpvar_38.z), tmpvar_40);
  tmpvar_45.y = dot ((tmpvar_36 * tmpvar_38.w), tmpvar_42);
  highp vec2 tmpvar_46;
  tmpvar_46 = mix (tmpvar_44, tmpvar_45, tmpvar_43.xx);
  val_2 = ((_Contrast * (
    (((2.3 * mix (tmpvar_46.x, tmpvar_46.y, tmpvar_43.y)) / 2.0) + 0.5)
   - 0.5)) + 0.5);
  color_4.w = (tmpvar_6.w * mix (val_2, (val_2 * vTex.y), _Fade));
  tmpvar_1 = color_4;
  gl_FragColor = tmpvar_1;
}


(EDIT) The effect have been uploaded below
Last edited by iyenal222 on Tue Apr 25, 2017 7:09 am, edited 1 time in total.
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Post » Wed Apr 12, 2017 12:15 pm

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Post » Sun Apr 16, 2017 1:28 pm

Rebump
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Post » Mon Apr 17, 2017 5:41 am

@iyenal222

Can you PM me with the original code... please ?
go to glslsandbox.com

create new effect and paste entire code here to test it:

if you define precision like this ; precision mediump float; or precision highp float; or precision lowp float;
no need to declare variable like that :
///
lowp vec4 tmpvar_1;
highp float val_2;
highp float noisePos_3;
highp vec4 color_4;
///

remove precision attribute ;
to ;
vec4 tmpvar_1;
float val_2;
float noisePos_3;
vec4 color_4;

And if the platform is IOS you must declare variables correctly like that :

vec4 tmpvar_1 = vec4 (0.0,0.0,0.0,0.0);
float val_2 =0.0;
float noisePos_3 = 0.0;
vec4 color_4 = vec4 (1.0,0.0,1.0,1.0); //

etc .....


Code: Select all
#ifdef GL_ES
precision mediump float;
#endif

#extension GL_OES_standard_derivatives : enable

uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;

  float seconds=0.96;
  float _Speed=2.;
  float _Size=2.;
  float _Skew=1.0;
  float _Shear=0.0;
  float _Fade=2.0;
  float _Contrast=2.0;
 

    void main ()
    {
      vec2 vTex = 2.*gl_FragCoord.xy/resolution.xy;
      vec4 _Color1;
      vec4 _Color2;
      _Color1 = vec4(0.100000,1.000000,1.000000,1.000000);
      _Color2 = vec4(0.000000,0.460000,1.000000,0.000000);
      lowp vec4 tmpvar_1;
      highp float val_2;
      highp float noisePos_3;
      highp vec4 color_4;
      mediump float tmpvar_5;
      tmpvar_5 = (1.0 - vTex.y);
      highp vec4 tmpvar_6;
      tmpvar_6 = mix (_Color1, _Color2, vec4(tmpvar_5));
      color_4 = tmpvar_6;
      mediump float tmpvar_7;
      tmpvar_7 = vTex.x;
      noisePos_3 = tmpvar_7;
      noisePos_3 += -0.5;
      noisePos_3 = (noisePos_3 * _Size);
      noisePos_3 = (noisePos_3 + (tmpvar_5 * (_Size * _Skew)));
      noisePos_3 = (noisePos_3 * (1.0/(mix (1.0, _Shear, tmpvar_5))));
      highp vec2 tmpvar_8;
      tmpvar_8.x = noisePos_3;
      tmpvar_8.y = (time * _Speed);
      highp vec2 P_9;
      P_9 = tmpvar_8;
      highp vec4 gx_10;
      highp float tmpvar_11;
      tmpvar_11 = (float(mod (floor((tmpvar_8.y / 1000.0)), 2.0)));
      if ((tmpvar_11 == 0.0)) {
        P_9.y = (tmpvar_8.y - (floor(
          (tmpvar_8.y / 1000.0)
        ) * 1000.0));
      } else {
        P_9.y = (P_9.y - (floor(
          (P_9.y / 1000.0)
        ) * 1000.0));
        P_9.y = (1000.0 - P_9.y);
      };
      highp vec4 tmpvar_12;
      tmpvar_12 = (floor(P_9.xyxy) + vec4(0.0, 0.0, 1.0, 1.0));
      highp vec4 tmpvar_13;
      tmpvar_13 = (fract(P_9.xyxy) - vec4(0.0, 0.0, 1.0, 1.0));
      highp vec4 tmpvar_14;
      tmpvar_14 = tmpvar_13.xzxz;
      highp vec4 tmpvar_15;
      tmpvar_15 = tmpvar_13.yyww;
      highp vec4 tmpvar_16;
      tmpvar_16 = (((34.0 *
        (tmpvar_12.xzxz * tmpvar_12.xzxz)
      ) + tmpvar_12.xzxz) / vec4(289.0, 289.0, 289.0, 289.0));
      highp vec4 tmpvar_17;
      tmpvar_17 = (fract(abs(tmpvar_16)) * vec4(289.0, 289.0, 289.0, 289.0));
      highp float tmpvar_18;
      if ((tmpvar_16.x >= 0.0)) {
        tmpvar_18 = tmpvar_17.x;
      } else {
        tmpvar_18 = -(tmpvar_17.x);
      };
      highp float tmpvar_19;
      if ((tmpvar_16.y >= 0.0)) {
        tmpvar_19 = tmpvar_17.y;
      } else {
        tmpvar_19 = -(tmpvar_17.y);
      };
      highp float tmpvar_20;
      if ((tmpvar_16.z >= 0.0)) {
        tmpvar_20 = tmpvar_17.z;
      } else {
        tmpvar_20 = -(tmpvar_17.z);
      };
      highp float tmpvar_21;
      if ((tmpvar_16.w >= 0.0)) {
        tmpvar_21 = tmpvar_17.w;
      } else {
        tmpvar_21 = -(tmpvar_17.w);
      };
      highp vec4 tmpvar_22;
      tmpvar_22.x = tmpvar_18;
      tmpvar_22.y = tmpvar_19;
      tmpvar_22.z = tmpvar_20;
      tmpvar_22.w = tmpvar_21;
      highp vec4 x_23;
      x_23 = (tmpvar_22 + tmpvar_12.yyww);
      highp vec4 tmpvar_24;
      tmpvar_24 = (((34.0 *
        (x_23 * x_23)
      ) + x_23) / vec4(289.0, 289.0, 289.0, 289.0));
      highp vec4 tmpvar_25;
      tmpvar_25 = (fract(abs(tmpvar_24)) * vec4(289.0, 289.0, 289.0, 289.0));
      highp float tmpvar_26;
      if ((tmpvar_24.x >= 0.0)) {
        tmpvar_26 = tmpvar_25.x;
      } else {
        tmpvar_26 = -(tmpvar_25.x);
      };
      highp float tmpvar_27;
      if ((tmpvar_24.y >= 0.0)) {
        tmpvar_27 = tmpvar_25.y;
      } else {
        tmpvar_27 = -(tmpvar_25.y);
      };
      highp float tmpvar_28;
      if ((tmpvar_24.z >= 0.0)) {
        tmpvar_28 = tmpvar_25.z;
      } else {
        tmpvar_28 = -(tmpvar_25.z);
      };
      highp float tmpvar_29;
      if ((tmpvar_24.w >= 0.0)) {
        tmpvar_29 = tmpvar_25.w;
      } else {
        tmpvar_29 = -(tmpvar_25.w);
      };
      highp vec4 tmpvar_30;
      tmpvar_30.x = tmpvar_26;
      tmpvar_30.y = tmpvar_27;
      tmpvar_30.z = tmpvar_28;
      tmpvar_30.w = tmpvar_29;
      highp vec4 tmpvar_31;
      tmpvar_31 = ((fract(
        (tmpvar_30 / 41.0)
      ) * 2.0) - 1.0);
      highp vec4 tmpvar_32;
      tmpvar_32 = (abs(tmpvar_31) - 0.5);
      gx_10 = (tmpvar_31 - floor((tmpvar_31 + 0.5)));
      highp vec2 tmpvar_33;
      tmpvar_33.x = gx_10.x;
      tmpvar_33.y = tmpvar_32.x;
      highp vec2 tmpvar_34;
      tmpvar_34.x = gx_10.y;
      tmpvar_34.y = tmpvar_32.y;
      highp vec2 tmpvar_35;
      tmpvar_35.x = gx_10.z;
      tmpvar_35.y = tmpvar_32.z;
      highp vec2 tmpvar_36;
      tmpvar_36.x = gx_10.w;
      tmpvar_36.y = tmpvar_32.w;
      highp vec4 tmpvar_37;
      tmpvar_37.x = dot (tmpvar_33, tmpvar_33);
      tmpvar_37.y = dot (tmpvar_35, tmpvar_35);
      tmpvar_37.z = dot (tmpvar_34, tmpvar_34);
      tmpvar_37.w = dot (tmpvar_36, tmpvar_36);
      highp vec4 tmpvar_38;
      tmpvar_38 = (1.792843 - (0.8537347 * tmpvar_37));
      highp vec2 tmpvar_39;
      tmpvar_39.x = tmpvar_14.x;
      tmpvar_39.y = tmpvar_15.x;
      highp vec2 tmpvar_40;
      tmpvar_40.x = tmpvar_14.y;
      tmpvar_40.y = tmpvar_15.y;
      highp vec2 tmpvar_41;
      tmpvar_41.x = tmpvar_14.z;
      tmpvar_41.y = tmpvar_15.z;
      highp vec2 tmpvar_42;
      tmpvar_42.x = tmpvar_14.w;
      tmpvar_42.y = tmpvar_15.w;
      highp vec2 tmpvar_43;
      tmpvar_43 = (((6.0 *
        pow (tmpvar_13.xy, vec2(5.0, 5.0))
      ) - (15.0 *
        pow (tmpvar_13.xy, vec2(4.0, 4.0))
      )) + (10.0 * pow (tmpvar_13.xy, vec2(3.0, 3.0))));
      highp vec2 tmpvar_44;
      tmpvar_44.x = dot ((tmpvar_33 * tmpvar_38.x), tmpvar_39);
      tmpvar_44.y = dot ((tmpvar_35 * tmpvar_38.y), tmpvar_41);
      highp vec2 tmpvar_45;
      tmpvar_45.x = dot ((tmpvar_34 * tmpvar_38.z), tmpvar_40);
      tmpvar_45.y = dot ((tmpvar_36 * tmpvar_38.w), tmpvar_42);
      highp vec2 tmpvar_46;
      tmpvar_46 = mix (tmpvar_44, tmpvar_45, tmpvar_43.xx);
      val_2 = ((_Contrast * (
        (((2.3 * mix (tmpvar_46.x, tmpvar_46.y, tmpvar_43.y)) / 2.0) + 0.5)
       - 0.5)) + 0.5);
      color_4.y = (tmpvar_6.w * mix (val_2, (val_2 * vTex.y), _Fade));
      tmpvar_1 = color_4;
      gl_FragColor = tmpvar_1;
    }
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Post » Mon Apr 17, 2017 10:39 am

I can't PM you, sorry, I don't have enough reputation.
Here's the original code :
Code: Select all
//From https://ax23w4.itch.io/lightrays-2d-effect
 
Shader "Custom/LightRays"{
    Properties{
        _Color1("Color1",Color)=(0.1,1,1,1)
        _Color2("Color2",Color)=(0,0.46,1,0)
        _Speed("Speed",Range(0,5.0))=0.5
        _Size("Size",Range(1.0,30.0))=15.0
        _Skew("Skew",Range(-1.0,1.0))=0.5
        _Shear("Shear",Range(0.0,5.0))=1.0
        _Fade("Fade",Range(0.0,1.0))=1.0
        _Contrast("Contrast",Range(0.0,50.0))=1.0
    }
    SubShader{
        Tags{
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
        }
        ZWrite On Lighting Off Cull Off Fog {Mode Off} Blend One Zero
        Pass{
            Blend SrcAlpha OneMinusSrcAlpha
            CGPROGRAM
            #pragma vertex vert_img
            #pragma fragment frag
            #include "UnityCG.cginc"
 
            float4 permute(float4 x){
                return fmod(34.0*pow(x,2)+x,289.0);
            }
 
            float2 fade(float2 t){
                return 6.0*pow(t,5.0)-15.0*pow(t,4.0)+10.0*pow(t,3.0);
            }
 
            float4 taylorInvSqrt(float4 r){
                return 1.79284291400159-0.85373472095314*r;
            }
 
            #define DIV_289 0.00346020761245674740484429065744f
 
            float mod289(float x){
                return x-floor(x*DIV_289)*289.0;
            }
 
            #define REPEAT_Y 1000.0
 
            float PerlinNoise2D(float2 P){
                //Mirror the pattern on large Y number
                if(floor(P.y/REPEAT_Y)%2==0){
                    P.y-=floor(P.y/REPEAT_Y)*REPEAT_Y;
                }else{
                    P.y-=floor(P.y/REPEAT_Y)*REPEAT_Y;
                    P.y=REPEAT_Y-P.y;
                }
                float4 Pi=floor(P.xyxy)+float4(0.0,0.0,1.0,1.0);
                float4 Pf=frac(P.xyxy)-float4(0.0,0.0,1.0,1.0);
                float4 ix=Pi.xzxz;
                float4 iy=Pi.yyww;
                float4 fx=Pf.xzxz;
                float4 fy=Pf.yyww;
                float4 i=permute(permute(ix)+iy);
                float4 gx=frac(i/41.0)*2.0-1.0;
                float4 gy=abs(gx)-0.5;
                float4 tx=floor(gx+0.5);
                gx=gx-tx;
                float2 g00=float2(gx.x,gy.x);
                float2 g10=float2(gx.y,gy.y);
                float2 g01=float2(gx.z,gy.z);
                float2 g11=float2(gx.w,gy.w);
                float4 norm=taylorInvSqrt(float4(dot(g00,g00),dot(g01,g01),dot(g10,g10),dot(g11,g11)));
                g00*=norm.x;
                g01*=norm.y;
                g10*=norm.z;
                g11*=norm.w;
                float n00=dot(g00,float2(fx.x,fy.x));
                float n10=dot(g10,float2(fx.y,fy.y));
                float n01=dot(g01,float2(fx.z,fy.z));
                float n11=dot(g11,float2(fx.w,fy.w));
                float2 fade_xy=fade(Pf.xy);
                float2 n_x=lerp(float2(n00, n01),float2(n10, n11),fade_xy.x);
                float n_xy=lerp(n_x.x,n_x.y,fade_xy.y);
                return 2.3*n_xy;
            }
 
            float4 _Color1;
            float4 _Color2;
            float _Speed;
            float _Size;
            float _Skew;
            float _Shear;
            float _Fade;
            float _Contrast;
 
            fixed4 frag (v2f_img i):SV_Target{
                float4 color=lerp(_Color1,_Color2,1-i.uv.y);
                float noisePos=i.uv.x;
                noisePos+=-0.5;
                noisePos*=_Size;
                noisePos+=(1-i.uv.y)*(_Size*_Skew);
                noisePos*=1/lerp(1,_Shear,1-i.uv.y);
                float val=PerlinNoise2D(float2(noisePos,_Time.y*_Speed)) / 2 + 0.5f;
                val=_Contrast*(val-0.5)+0.5;
                color.a*=lerp(val,val*i.uv.y,_Fade);
                return color;
            }
            ENDCG
        }
    }
}


Thanks very much for you help, Gigatron !
Now it works as a light rays :
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But it's a little weird compared to the original result :
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And in C2, it's pink...
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Post » Mon Apr 17, 2017 6:49 pm

@iyenal222
Hope it's now converted ...
http://glslsandbox.com/e#39979.1

After this easy to convert to C2

Regards
http://gigatron3k.free.fr/Intro/

https://www.shadertoy.com/user/gigatron

https://twitter.com/realistquantum

Ezekiel 1-4 ; ufo landing explanation ..

CONSTRUCT 2 THE ONLY FAST WAY TO HTML5

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Post » Wed Apr 19, 2017 3:53 pm

Really, thank you very much @Gigatron ! It is working as I waited.
You have worked so much on it I can't thank you enough.
I will publish in the next post the final C2 shader.
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Post » Wed Apr 19, 2017 4:30 pm

@iyenal222

Happy to have helped you. I love to help people ... :)
Human brain have no limit ... The limit is himself.
http://gigatron3k.free.fr/Intro/

https://www.shadertoy.com/user/gigatron

https://twitter.com/realistquantum

Ezekiel 1-4 ; ufo landing explanation ..

CONSTRUCT 2 THE ONLY FAST WAY TO HTML5

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Post » Sat Apr 22, 2017 9:24 am

Message: iyenal222 can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
So here's the effect file of the light rays shader (beta):
https://1drv.ms/u/s!AlDGczITUGYolHFbV6wf6jjJDF-W
Try many values, but the alpha isn't implemented for now.
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Post » Tue May 02, 2017 7:21 am

Great! wait for the alpha~
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