Geeks3D Forums

GeeXLab => GeeXLab - english forum => Topic started by: Stefan on February 25, 2016, 05:32:51 PM

Title: Tokyo Demo Fest 2016 in GeeXLab flavor
Post by: Stefan on February 25, 2016, 05:32:51 PM
>>>Download now<<< (https://goo.gl/76FUuQ)

Package contains named TDF demos and whatever had japanese comments at GLSLSandbox

2nd_stage_BOSS_gl2.xml             
Carbon_[TDF2016]_gl2.xml
demo_30952_1_gl2.xml
demo_31002_17_gl2.xml             
demo_31006_30_gl2.xml
demo_31031_0_gl2.xml               
demo_31044_1_gl2.xml
Dragon_[TDF]_gl2.xml               
Dragon_[TDF]_mouse_gl2.xml
[TDF16]BoostedDrone_gl2.xml
[TDF2016]_Indras_Bubbles_gl2.xml   

mouse support injected in "Dragon" to control camera (originally triggered by ZOOM flag)
, will do that more often in future if it makes sense
NB: NVIDIA doesn't render dragon's skin

GLSLSandbox shaders are converted to Shadertoy format to avoid MOON3D and use GFX03.LUA instead (better mouse and texture support)
this requires following header

Code: [Select]
uniform vec3      iResolution; 
uniform float     iGlobalTime;
uniform vec4      iMouse;
uniform sampler2D iChannel0;
vec2 resolution = iResolution.xy;
vec2 mouse = min(iMouse.xy / iResolution.xy, vec2(1));
#define time         iGlobalTime
#define renderbuffer iChannel0
#define backbuffer   iChannel0
#define bb           iChannel0
vec2 surfacePosition = (2.0 * gl_FragCoord.xy - resolution.xy)/resolution.xy;
vec2 surfaceSize = gl_FragCoord.xy / resolution.xy; 


(http://img.techpowerup.org/160225/stefan020-20160225.png)

(http://img.techpowerup.org/160221/stefan012-20160221.png)