Author Topic: Hyperlepsy converted  (Read 5665 times)

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Stefan

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Hyperlepsy converted
« on: June 01, 2015, 06:09:46 PM »
Hyperlepsy converted to GLSL Hacker format

Copy the code and save as Hyperlepsy_gl2.xml

Code: [Select]
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>

<glsl_hacker>
   
  <window name="win3d01" title="MadShaders - Shadertoy/Hyperlepsy"
          width="1024" height="1024"
          gl_version_major="2" gl_version_minor="1" />
         
         
<gpu_program name="shadertoy_prog" >
    <raw_data_vs><![CDATA[     
void main()
{   
    gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;       
}
  ]]></raw_data_vs>
 
    <raw_data_ps><![CDATA[     

// https://www.shadertoy.com/view/4lB3WV

uniform vec3      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
uniform vec4      iMouse;          // mouse pixel coords. xy: current (if MLB down), zw: click
uniform sampler2D iChannel0;



//

//Hyperlepsy by nimitz (twitter: @stormoid)

/*
    Mostly about Volumetric field/geometry interaction.
    Tried to provide links for the other individual
    techniques being used whenever possible.

    Runs a bit slower than what I like to go for, but
    I wasn't willing to compromise too much on the look.

    No idea is the VR is working properly, let me know.
*/

//30 Steps looks good here
#define VOLSTEPS 25

//#define SIMPLE_PRIMITIVE

#define ITR 100
#define FAR 20.
#define time iGlobalTime

const vec3 luma = vec3(0.2126, 0.7152, 0.0722);  //BT.709

vec3 rotx(vec3 p, float a){
    float s = sin(a), c = cos(a);
    return vec3(p.x, c*p.y - s*p.z, s*p.y + c*p.z);
}
vec3 roty(vec3 p, float a){
    float s = sin(a), c = cos(a);
    return vec3(c*p.x + s*p.z, p.y, -s*p.x + c*p.z);
}
vec3 rotz(vec3 p, float a){
    float s = sin(a), c = cos(a);
    return vec3(c*p.x - s*p.y, s*p.x + c*p.y, p.z);
}

//You can actually make a cheaper tetrahedron using 3 dot products,
//but the alignments isn't ideal..
float tetr(vec3 p)
{
    const vec2 e = vec2(0.57735, -.57735);
    float d =  dot(p, e.yxx);
    d = max(d, dot(p, e.yyy));
    d = max(d, dot(p, e.xxy));
    d = max(d, dot(p, e.xyx));
    return d;
}

//Some displacement functions
float tri(in float x){return abs(fract(x)-0.5)-.25;}
float trids(in vec3 p)
{   
    return max(tri(p.z),min(tri(p.x),tri(p.y)))*.1;
}

float trids2(in vec3 p)
{   
    return tri((p.x*1.+1.5*tri(p.z+tri(p.y))) )*.02;
}

//See unlisted shader: https://www.shadertoy.com/view/ltBGDD
float expOut(in float t, in float n)
{
    float a = 1. + 1./(exp2(n) - 1.);
    float b = log2(a);
    return a - exp2(-n*t + b);
}

//----------------------------------------------------------------------------------------------------
//Knots from knighty
//http://www.fractalforums.com/new-theories-and-research/not-fractal-but-funny-trefoil-knot-routine/
//----------------------------------------------------------------------------------------------------
#define tau 6.2831853
const float groupRadius = .74;
const float objectRadius = 1.1;
const float RotNumeratorX = 3.;
const float RotNumeratorY = 3.;
const float RotDenominator = 2.;

float twist(in vec3 p)
{
    vec3 q=  p;
    float ra = p.z*RotNumeratorX/RotDenominator;
    float raz = p.z*RotNumeratorY/RotDenominator;
   
    p.xy -= vec2(groupRadius*cos(ra)+objectRadius, groupRadius*sin(raz)+objectRadius);
    p.z += time*2.;
   
    float ctau = 1.5;
    float id = floor(p.z*ctau);
    p.z = fract(p.z*ctau)/ctau-0.33;
    p = rotx(p,id*2.+time*8.);
    float prm = tetr(p);
    float d = prm-0.1;
    d = max(-d, prm-0.2);
   
    return d+trids(p)*2.4  + trids2(p*6.)*0.25;
}

//----------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------

float map(vec3 p)
{
    p = rotx(p,expOut(sin(time*1.,1.1));
    p = roty(p,-expOut(sin(-time*1.5),1.));
   
    #ifndef SIMPLE_PRIMITIVE
    float r = length(p.xz);
    float a = atan(p.z,p.x);
    float d = 10.;
    for(int i=0;i<2;i++)
    {
        vec3 p = vec3(r, p.y, a+tau*float(i));
        p.x -= objectRadius;
        d = min(d, twist(p));
    }
   
    p *= .85;
    p = rotz(p,2.+time*1.7);
    r = length(p.xz);
    a = atan(p.z,p.x);
    a += 1.2;
    for(int i=0;i<2;i++)
    {
        vec3 p = vec3(r, p.y, a+tau*float(i));
        p.x -= objectRadius;
        d = min(d, twist(p)*(1./.85));
    }
   
    return d;
    #else
    p = rotx(p,time*2.);
    return (length(p)-2.)+trids(p*1.)*4. + trids2(p*3.)*0.3;
    #endif
}

float march(in vec3 ro, in vec3 rd)
{
    float precis = 0.001;
    float h=precis*2.0;
    float d = 0.;
    for( int i=0; i<ITR; i++ )
    {
        if( abs(h)<precis || d>FAR ) break;
        d += h;
        float res = map(ro+rd*d);
        h = res;
    }
    return d;
}

//iq's ubiquitous 3d noise
float noise(in vec3 p)
{
    vec3 ip = floor(p);
    vec3 f = fract(p);
    f = f*f*(3.0-2.0*f);
   
    vec2 uv = (ip.xy+vec2(37.0,17.0)*ip.z) + f.xy;
    vec2 rg = texture2D( iChannel0, (uv+ 0.5)/256.0, -100.0 ).yx;
    return mix(rg.x, rg.y, f.z);
}

float fbm3(in vec3 p)
{
    p*=5.;
    p.x *= .18;
       p.x += time*7.7;
    float a = 0.0;
    float z = .5;
    vec3 d = vec3(0.);
    for( int i=0; i<3; i++ )
    {
        float n = noise(p);
        a += (n-.5)*z;
        z *= .47;
        p *= 2.8;
    }
    return a;
}

float mapV(in vec3 p)
{
    float mp = map(p);
       p = mix(p, p/(-(mp+1.)),.35+(sin(time*2.+sin(time))*0.15));
    return fbm3(p)*clamp(2.3-mp*2.2, 0.65, 1.7);
}

vec4 vmarch(in vec3 ro, in vec3 rd, in float sceneDist)
{
    sceneDist = min(sceneDist, 15.);
    vec4 rz = vec4(0);
    const float smt = 3.;
    float t = 5.5;
    for(int i=0; i<VOLSTEPS; i++)
    {
        if(rz.a > 0.99 || t > sceneDist)break;

        vec3 pos = ro + t*rd;
        float den = mapV(pos);
        vec3 lcol = mix(vec3(.5,1,.9),vec3(.5,.7,1.),noise(pos*1.));
        vec4 col = vec4(lcol*den, den);
        col.a *= 1.1;
        col.rgb *= col.a;
        col *= smoothstep(t-smt, t + smt, sceneDist); //Blend with scene geometry
        rz = rz + col*(1. - rz.a); //front to back blending
       
        t += clamp(.2 - den*0.15, 0.2 ,5.);
    }
    rz = clamp(rz,0.,1.);
    return rz*rz;
}

vec3 lgt = normalize( vec3(.5, 0.8, 0.2) );

//see: https://www.shadertoy.com/view/Xts3WM
vec3 norcurv(in vec3 p, out float curv)
{
    vec2 e = vec2(-1., 1.)*0.009;   
    float t1 = map(p + e.yxx), t2 = map(p + e.xxy);
    float t3 = map(p + e.xyx), t4 = map(p + e.yyy);

    curv = clamp(.002/(e.x*e.x) *(t1 + t2 + t3 + t4 - 4. * map(p)),0.,1.);
    return normalize(e.yxx*t1 + e.xxy*t2 + e.xyx*t3 + e.yyy*t4);
}

struct mtl{float rough; vec3 alb; vec3 f0;};
   
//http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
vec3 shade(in vec3 pos, in vec3 rd)
{
    float crv;
    vec3 nor = norcurv(pos, crv);
    mtl m;
    m.alb = vec3(.1,0.8,0.;
    m.rough = 0.3;
    m.f0 = vec3(.95, 1., 1.);
   
    float nl = clamp(dot(nor,lgt), 0., 1.);
    vec3 col = vec3(0.);
   
    vec3 lcol = mix(vec3(.5,1,1),vec3(.5,.8,1.),noise(pos*2.));
   
    if (nl > 0.)
    {
        vec3 haf = normalize(lgt - rd);
        float nh = clamp(dot(nor, haf), 0., 1.);
        float nv = clamp(dot(nor, -rd), 0., 1.);
        float lh = clamp(dot(lgt, haf), 0., 1.);
        float a = m.rough*m.rough;
        float a2 = a*a;
        float dnm = nh*nh*(a2 - 1.) + 1.;
        float D = a2/(3.14159*dnm*dnm);
        float k = pow(m.rough + 1., 2.)/8.; //hotness reducing
        float G = (1./(nl*(1. - k) + k))*(1./(nv*(1. - k) + k));
        vec3 F = m.f0 + (1. - m.f0) * exp2((-5.55473*lh - 6.98316) * lh); //"optimization"
        vec3 spec = nl*D*F*G;
        col = lcol*nl*(spec*((crv*vec3(0.1,.5,.)+0.05) + m.alb*(1. - dot(m.f0,luma)));
    }

    return col;
}

vec3 render(in vec3 ro, in vec3 rd)
{   
    vec3 bgcol = mix(vec3(.1,1,.,vec3(.1,.8,1.),noise(rd*2.+time));
    vec3 col = .004/clamp(fbm3(rd*3.*vec3(.5,1.,.3))+.31,0.,1.)*bgcol; //bg
    float rz = march(ro,rd); //march
   
    if ( rz < FAR ) col = shade(ro +rd*rz, rd);
   
    col = pow(clamp(col,0.,1.), vec3(0.416667))*1.055 - 0.055; //gamma
   
    vec4 rez = vmarch(ro,rd,rz); //volumetric stepping
    col.rgb += rez.rgb;
   
    col *= sin(gl_FragCoord.y*350.+time)*0.1+1.;//Scanlines
    col *= sin(gl_FragCoord.x*350.+time)*0.1+1.;
   
    col *= smoothstep(1.4,0.85,length((gl_FragCoord.xy/iResolution.xy*2.-1.)*vec2(.85,1.)));
   
    return col*1.;
}

void main()
{   
    vec2 p = gl_FragCoord.xy/iResolution.xy-0.5;
    p.x*=iResolution.x/iResolution.y;
    vec2 mo = iMouse.xy / iResolution.xy-.5;
    mo = (mo==vec2(-.5))?mo=vec2(0.,0.):mo;
    mo.x *= iResolution.x/iResolution.y;
    mo*=2.;
   
    //camera
    vec3 ro = vec3(0.,0.,10.);
    vec3 rd = normalize(vec3(p,-1.5));
    rd = rotz(rd,-0.5);
    ro = rotx(ro,mo.y), rd = rotx(rd,mo.y);
    ro = roty(ro,mo.x), rd = roty(rd,mo.x);
   
    //shake (only fpor non-vr)
    float dsp = texture2D(iChannel0,vec2(time*10.)).x;
    rd.y += dsp*.02;
    ro.y += dsp*.02;
   
    vec3 col = render(ro, rd);
   
    gl_FragColor = vec4( col, 1.0 );
}

void mainVR(out vec4 gl_FragColor, in vec2 gl_FragCoord, in vec3 fragRayOri, in vec3 fragRayDir)
{
     vec3 ro = fragRayOri + vec3(0., 0., 10.);
    vec3 col = render(ro, fragRayDir);
   
    gl_FragColor = vec4( col, 1.0 );
}

//

]]></raw_data_ps>

</gpu_program>

 
    <script name="init_scene" run_mode="INIT" >
        <raw_data><![CDATA[   

app_dir = gh_utils.get_scripting_libs_dir()         
dofile(app_dir .. "lua/Moon3D_v2.lua")

moon3d.init(2, 1)
moon3d.graphics.vsync(0)

bmfont = moon3d.font.create("trebuchet_20px.fnt", "data/")
bmfont_texture = moon3d.font.getTexture(bmfont)
moon3d.madshaders.setBmFontData(bmfont, bmfont_texture)

winW, winH = moon3d.window.getSize()

quad = moon3d.graphics.newQuad(winW, winH)
shadertoy_prog = moon3d.graphics.getGpuProgram("shadertoy_prog")

tex0 = moon3d.image.load2d("./data/tex16.png")

moon3d.madshaders.resetBenchmarkData()

        ]]></raw_data>
    </script>

 
    <script name="update_scene" run_mode="FRAME" >
        <raw_data><![CDATA[   

moon3d.startFrame(0, 0, 0, 1)

local global_time = moon3d.getTime()

moon3d.madshaders.updateBenchmarkData(global_time)

moon3d.camera.bindOrtho()

moon3d.graphics.bindGpuProgram(shadertoy_prog)
moon3d.madshaders.updateShadertoyCommonParams(shadertoy_prog, global_time)
moon3d.madshaders.setShadertoyTexture(shadertoy_prog, tex0, 0)
moon3d.graphics.draw(quad)

moon3d.madshaders.displayBenchmarkInfoV2("Shadertoy/Hyperlepsy", global_time, 1, 1, 1, 1)

moon3d.endFrame()

        ]]></raw_data>
    </script>
   

    <script name="resize_scene" run_mode="SIZE" >
        <raw_data><![CDATA[   

moon3d.window.resize()
winW, winH = moon3d.window.getSize()
moon3d.graphics.resizeQuad(quad, winW, winH)

        ]]></raw_data>
    </script>
 
</glsl_hacker>



nuninho1980

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Re: Hyperlepsy converted
« Reply #1 on: June 01, 2015, 10:44:06 PM »
I tried to load xml on GLSL Hacker 0.8.4.0... but I got errors - log:
Code: [Select]
2015/6/1@20:39:35(0000000001) < > GLSL Hacker v0.8.4.0 (May  5 2015@11:13:15)
2015/6/1@20:39:35(0000000002) < > Cross Platform Pixel Hacking Utility
2015/6/1@20:39:35(0000000003) < > (C)2012-2015 Geeks3D (www.geeks3d.com)
2015/6/1@20:39:35(0000000004) < > GLSL Hacker is starting up...
2015/6/1@20:39:35(0000000005) < > platform: Windows 64-bit
2015/6/1@20:39:35(0000000006) < > OpenCL: OpenCL computing plugin (OpenCL 1.1, 1.2).. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000007) <!> Python 2.7 installation not found: unable to load Python core library (python27.dll).
2015/6/1@20:39:35(0000000008) <!> Unable to load plugin plugin_gxl_python_27_x64.dll
2015/6/1@20:39:35(0000000009) < > FBX: Autodesk FBX 3D object loader plugin. Supported formats: *.fbx, *.3ds, *.obj. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000010) < > PhysX3: NVIDIA PhysX3 plugin for gxl3d.. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000011) < > FFmpeg: FFmpeg plugin for gxl3d.. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000012) < > GpuMonitor: GPU monitor plugin for gxl3d.. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000013) < > [GpuMonitor] Operating system detected: Windows 8.1 64-bit build 9600
2015/6/1@20:39:35(0000000014) < > [GpuMonitor] Num GPUs found: 1
2015/6/1@20:39:35(0000000015) < > [GpuMonitor] GPU0 - GeForce GTX 780 Ti
2015/6/1@20:39:35(0000000016) < > [GpuMonitor] GPU0 - PCI codes: 0x10DE-0x100A
2015/6/1@20:39:35(0000000017) < > [GpuMonitor] GPU0 - BIOS: 80.80.34.01.80
2015/6/1@20:39:35(0000000018) < > [GpuMonitor] GPU0 - core temperature: 44 degC
2015/6/1@20:39:35(0000000019) < > FMOD: FMOD audio engine plugin. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000020) < > FreeImage: FreeImage image loader. Supported formats: *.JPEG, *.PNG, *.TGA, *.BMP, *.PSD, *.GIF, *.HDR, *.PIC. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000021) < > [FreeImage] version: 3.17.0
2015/6/1@20:39:35(0000000022) < > AntTweakBar: AntTweakBar plugin for GLSL Hacker. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000023) < > LeapMotion: Leap Motion plugin.. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000024) < > [LeapMotion] - no Leap device detected
2015/6/1@20:39:35(0000000025) < > FreeTypeGL: FreeTypeGL. By JeGX / Geeks3D.com
2015/6/1@20:39:35(0000000026) < > [OpenCL] initializing OpenCL data...
2015/6/1@20:39:35(0000000027) < > [OpenCL] found 1 OpenCL platform(s)
2015/6/1@20:39:35(0000000028) < > [OpenCL] Platform 0
2015/6/1@20:39:35(0000000029) < > [OpenCL] - vendor: NVIDIA Corporation
2015/6/1@20:39:35(0000000030) < > [OpenCL] - name: NVIDIA CUDA
2015/6/1@20:39:35(0000000031) < > [OpenCL] - profile: FULL_PROFILE
2015/6/1@20:39:35(0000000032) < > [OpenCL] - version: OpenCL 1.2 CUDA 7.5.8
2015/6/1@20:39:35(0000000033) < > [OpenCL] Platform 0 - devices count: 1
2015/6/1@20:39:35(0000000034) < > [OpenCL] - Device 0 - name: GeForce GTX 780 Ti - Compute units: 15 @ 1084MHz
2015/6/1@20:39:35(0000000035) < > [OpenCL] OpenCL data initialized ok.
2015/6/1@20:39:35(0000000036) < > [PhysX3] PhysX version detected (Windows): 9150428
2015/6/1@20:39:35(0000000037) < > [PhysX3] PhysX SDK v3.3.2
2015/6/1@20:39:35(0000000038) < > [PhysX3] GPU PhysX init ok (valid CUDA context manager).
2015/6/1@20:39:35(0000000039) < > [PhysX3] GPU PhysX - CUDA device name: GeForce GTX 780 Ti
2015/6/1@20:39:35(0000000040) < > [PhysX3] GPU PhysX - CUDA device multiprocessors: 15 @ 1084MHz
2015/6/1@20:39:35(0000000041) < > [PhysX3] GPU PhysX - CUDA device memory size: 3072MB
2015/6/1@20:39:35(0000000042) < > [PhysX3] GPU PhysX - Dedicated PhysX GPU: NO
2015/6/1@20:39:35(0000000043) < > [PhysX3] GPU PhysX - SM10(G80):YES
2015/6/1@20:39:35(0000000044) < > [PhysX3] GPU PhysX - SM12(GT200):YES
2015/6/1@20:39:35(0000000045) < > [PhysX3] GPU PhysX - SM13(GT260):YES
2015/6/1@20:39:35(0000000046) < > [PhysX3] GPU PhysX - SM20(GF100):YES
2015/6/1@20:39:35(0000000047) < > [PhysX3] GPU PhysX - SM30(GK100):YES
2015/6/1@20:39:35(0000000048) < > [PhysX3] GPU PhysX - SM35(GK110):YES
2015/6/1@20:39:35(0000000049) < > [PhysX3] GPU PhysX - SM50(GM100):NO
2015/6/1@20:39:35(0000000050) < > [PhysX3] started ok.
2015/6/1@20:39:35(0000000051) < > [FFmpeg] plugin started OK (id=10).
2015/6/1@20:39:35(0000000052) < > App directory: H:\Backup\Dados\Install\Demos\3D Interactivos\Geeks3D programs\GLSLHacker_FREE_win64\
2015/6/1@20:39:35(0000000053) < > Scripting libs directory: H:\Backup\Dados\Install\Demos\3D Interactivos\Geeks3D programs\GLSLHacker_FREE_win64\/libs/
2015/6/1@20:39:35(0000000054) < > Command line:
2015/6/1@20:39:35(0000000055) < > [Lua core plugin] Lua version: Lua 5.2.2
2015/6/1@20:39:35(0000000056) < > GXLAPP_Demo::init_window3d() - msaa: Off
2015/6/1@20:39:35(0000000057) < > Window main_window3d - demo created with an OpenGL 4.5 context.
2015/6/1@20:39:35(0000000058) < > Quick OpenGL information for 3D window main_window3d:
2015/6/1@20:39:35(0000000059) < > GL_RENDERER: GeForce GTX 780 Ti/PCIe/SSE2
2015/6/1@20:39:35(0000000060) < > GL_VENDOR: NVIDIA Corporation
2015/6/1@20:39:35(0000000061) < > GL_VERSION: 4.5.0 NVIDIA 352.86
2015/6/1@20:39:35(0000000062) < > GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
2015/6/1@20:39:35(0000000063) < > OpenGL version detected: 4.5
2015/6/1@20:39:35(0000000064) < > OpenGL extensions: 344
2015/6/1@20:39:35(0000000065) < >   GL_MAX_VERTEX_ATTRIBS: 16
2015/6/1@20:39:35(0000000066) < >   GL_MAX_TEXTURE_SIZE: 16384
2015/6/1@20:39:35(0000000067) < >   GL_MAX_VIEWPORT_DIMS: 16384 16384
2015/6/1@20:39:35(0000000068) < >   GL_MAX_TEXTURE_IMAGE_UNITS: 32
2015/6/1@20:39:35(0000000069) < >   GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
2015/6/1@20:39:35(0000000070) < >   GL_MAX_SUBROUTINES: 1024
2015/6/1@20:39:35(0000000071) < >   GL_MAX_ARRAY_TEXTURE_LAYERS: 2048
2015/6/1@20:39:35(0000000072) < >   GL_MAX_COLOR_ATTACHMENTS: 8
2015/6/1@20:39:35(0000000073) < >   GL_MAX_DRAW_BUFFERS: 8
2015/6/1@20:39:35(0000000074) < >   GL_MAX_SAMPLES: 32
2015/6/1@20:39:35(0000000075) < >   GL_MAX_VERTEX_STREAMS: 4
2015/6/1@20:39:35(0000000076) < >   GL_MAX_PATCH_VERTICES: 32
2015/6/1@20:39:35(0000000077) < >   GL_MAX_TESS_GEN_LEVEL: 64
2015/6/1@20:39:35(0000000078) < >   GL_MAX_COMPUTE_WORK_GROUP_COUNT: 2147483647 65535 65535
2015/6/1@20:39:35(0000000079) < >   GL_MAX_COMPUTE_WORK_GROUP_SIZE: 1536 1024 64
2015/6/1@20:39:35(0000000080) < >   GL_MAX_UNIFORM_BUFFER_BINDINGS: 84
2015/6/1@20:39:35(0000000081) < >   GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: 96
2015/6/1@20:39:35(0000000082) < >   GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: 8
2015/6/1@20:39:35(0000000083) < > Render window initialized (scene::default)
2015/6/1@20:41:27(0000000084) < > # frames rendered: 293829
2015/6/1@20:41:27(0000000085) < > [OpenGL] [OpenGL] GPU program (color_prog / 23 / 1) unloaded from GPU memory
2015/6/1@20:41:27(0000000086) < > [FFmpeg] plugin stopped OK (id=10).
2015/6/1@20:41:27(0000000087) < > [Lua core plugin] Lua version: Lua 5.2.2
2015/6/1@20:41:27(0000000088) < > [OpenCL] initializing OpenCL data...
2015/6/1@20:41:27(0000000089) < > [OpenCL] found 1 OpenCL platform(s)
2015/6/1@20:41:27(0000000090) < > [OpenCL] Platform 0
2015/6/1@20:41:27(0000000091) < > [OpenCL] - vendor: NVIDIA Corporation
2015/6/1@20:41:27(0000000092) < > [OpenCL] - name: NVIDIA CUDA
2015/6/1@20:41:27(0000000093) < > [OpenCL] - profile: FULL_PROFILE
2015/6/1@20:41:27(0000000094) < > [OpenCL] - version: OpenCL 1.2 CUDA 7.5.8
2015/6/1@20:41:27(0000000095) < > [OpenCL] Platform 0 - devices count: 1
2015/6/1@20:41:27(0000000096) < > [OpenCL] - Device 0 - name: GeForce GTX 780 Ti - Compute units: 15 @ 1084MHz
2015/6/1@20:41:27(0000000097) < > [OpenCL] OpenCL data initialized ok.
2015/6/1@20:41:27(0000000098) < > [FFmpeg] plugin started OK (id=10).
2015/6/1@20:41:27(0000000099) < > GXLAPP_Demo::init_window3d() - msaa: Off
2015/6/1@20:41:27(0000000100) < > Window win3d01 - demo created with an OpenGL 4.5 context.
2015/6/1@20:41:27(0000000101) < > Quick OpenGL information for 3D window win3d01:
2015/6/1@20:41:27(0000000102) < > GL_RENDERER: GeForce GTX 780 Ti/PCIe/SSE2
2015/6/1@20:41:27(0000000103) < > GL_VENDOR: NVIDIA Corporation
2015/6/1@20:41:27(0000000104) < > GL_VERSION: 4.5.0 NVIDIA 352.86
2015/6/1@20:41:27(0000000105) < > GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
2015/6/1@20:41:27(0000000106) < > OpenGL version detected: 4.5
2015/6/1@20:41:27(0000000107) < > OpenGL extensions: 344
2015/6/1@20:41:27(0000000108) < >   GL_MAX_VERTEX_ATTRIBS: 16
2015/6/1@20:41:27(0000000109) < >   GL_MAX_TEXTURE_SIZE: 16384
2015/6/1@20:41:27(0000000110) < >   GL_MAX_VIEWPORT_DIMS: 16384 16384
2015/6/1@20:41:27(0000000111) < >   GL_MAX_TEXTURE_IMAGE_UNITS: 32
2015/6/1@20:41:27(0000000112) < >   GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
2015/6/1@20:41:27(0000000113) < >   GL_MAX_SUBROUTINES: 1024
2015/6/1@20:41:27(0000000114) < >   GL_MAX_ARRAY_TEXTURE_LAYERS: 2048
2015/6/1@20:41:27(0000000115) < >   GL_MAX_COLOR_ATTACHMENTS: 8
2015/6/1@20:41:27(0000000116) < >   GL_MAX_DRAW_BUFFERS: 8
2015/6/1@20:41:27(0000000117) < >   GL_MAX_SAMPLES: 32
2015/6/1@20:41:27(0000000118) < >   GL_MAX_VERTEX_STREAMS: 4
2015/6/1@20:41:27(0000000119) < >   GL_MAX_PATCH_VERTICES: 32
2015/6/1@20:41:27(0000000120) < >   GL_MAX_TESS_GEN_LEVEL: 64
2015/6/1@20:41:27(0000000121) < >   GL_MAX_COMPUTE_WORK_GROUP_COUNT: 2147483647 65535 65535
2015/6/1@20:41:27(0000000122) < >   GL_MAX_COMPUTE_WORK_GROUP_SIZE: 1536 1024 64
2015/6/1@20:41:27(0000000123) < >   GL_MAX_UNIFORM_BUFFER_BINDINGS: 84
2015/6/1@20:41:27(0000000124) < >   GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: 96
2015/6/1@20:41:27(0000000125) < >   GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: 8
2015/6/1@20:41:27(0000000126) < > Render window initialized (MadShaders - Shadertoy/Hyperlepsy)
2015/6/1@20:41:27(0000000127) <!> GPU program shadertoy_prog - Pixel shader info log: 0(119) : error C1115: unable to find compatible overloaded function "sin(float, float)"
0(119) : error C1103: too few parameters in function call
0(119) : error C0000: syntax error, unexpected ';', expecting ')' at token ";"
0(250) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(273) : error C0000: syntax error, unexpected '.', expecting "::" at token "."
0(281) : error C0000: syntax error, unexpected '.', expecting "::" at token "."

2015/6/1@20:41:27(0000000128) <*> GPU program shadertoy_prog - Pixel shader error: 0(119) : error C1115: unable to find compatible overloaded function "sin(float, float)"
0(119) : error C1103: too few parameters in function call
0(119) : error C0000: syntax error, unexpected ';', expecting ')' at token ";"
0(250) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(273) : error C0000: syntax error, unexpected '.', expecting "::" at token "."
0(281) : error C0000: syntax error, unexpected '.', expecting "::" at token "."

2015/6/1@20:41:27(0000000129) <!> GPU program shadertoy_prog info log:
Pixel shader info log: 0(119) : error C1115: unable to find compatible overloaded function "sin(float, float)"
0(119) : error C1103: too few parameters in function call
0(119) : error C0000: syntax error, unexpected ';', expecting ')' at token ";"
0(250) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(273) : error C0000: syntax error, unexpected '.', expecting "::" at token "."
0(281) : error C0000: syntax error, unexpected '.', expecting "::" at token "."

2015/6/1@20:41:27(0000000130) <*> The scene graph contains ERRORS.

Check the log file for more details.
2015/6/1@20:41:38(0000000131) < > [FFmpeg] plugin stopped OK (id=10).
2015/6/1@20:41:38(0000000132) < > Stopping GLSL Hacker...

Stefan

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Re: Hyperlepsy converted
« Reply #2 on: June 01, 2015, 11:23:17 PM »
Copy the demos into the demo folder of MadShaders 0.4.1
Then you have the right path for the textures.