250 demos converted and counting...

Started by Stefan, June 10, 2015, 08:54:10 PM

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Stefan

Instead of making further single forum topics, i'll add new demos here in future.

Download 250 converted demos here

Incl. some WIP demos that compile successfully, but fail to render properly.
Sort by date to catch the recently converted ones and don't forget to copy the textures.

All texture cubes are linked to the only one that comes with MadShaders.
No music, no keyboard support yet.


38911_BASIC_Bytes_free_gl2.xml
4d_soap_bubble_gl2.xml
Abandoned_base_gl2.xml
Alien_beacon_gl2.xml
Alien_tech_gl2.xml
Alps_gl2.xml
AMIGAs_30th_The_Juggler_gl2.xml
AncientMars_gl2.xml
Ancient_ temple_gl2.xml
Another_Kaliset_Mod_gl2.xml
Anti_menger_sphere_sponge.xml
ascii_terminal_gl2.xml
ascii_terminal_with_font_gl2.xml
Audrey_gl2.xml
A_sphere_on_the_ floor_gl2.xml
Backscatter_gl2.xml
Balls_and_shadows_gl2.xml
Ball_puzzle_gl2.xml
BirthMachine_gl2.xml
Blocks_gl2.xml
Brighton_beach_gl2.xml
Bubble_Buckey_Balls_gl2.xml
Butterfly_Flock_gl2.xml
Canyon_gl2.xml
Castle_Argh_gl2.xml
Catacombs_gl2.xml
CeramicGlassMosaic_gl2.xml
Chains_and_gears_gl2.xml
Chains_gl2.xml
Chinese_puzzle_balls_gl2.xml
Cloud_Free_twister_gl2.xml
Cloud_Ten_gl2.xml
Clover_tree_gl2.xml
Companion_Cube_Remix_gl2.xml
Congrats_Luxo_Jr_gl2.xml
Country_Flag_gl2.xml
Crazy_Springs_gl2.xml
CrossStructure_gl2.xml
crowded_cheesy_place_gl2.xml
crowded_coral_gl2.xml
crowded_dotty_place_gl2.xml
crowded_gyros_gl2.xml
crowded_Lego_gl2.xml
crowded_pillars_3_gl2.xml
crowded_pillars_4_gl2.xml
crowded_pillars_gl2.xml
crowded_place_gl2.xml
crowded_psychedelic_place_gl2.xml
cune_gl2.xml
Curvature_Parametric_3D_gl2.xml
Curvature_Parametric_gl2.xml
Data_transfer_gl2.xml
dawn_of_the_tentacle_gl2.xml
Deadly_dreams_gl2.xml
demo_25707_0_gl2.xml
demo_26085_0_gl2.xml
demo_26098_7_gl2.xml
demo_26106_1gl2.xml
demo_26192_0_gl2.xml
demo_26245_4_gl2.xml
demo_26282_0_gl2.xml
demo_26314_0_gl2.xml
demo_26317_0_gl2.xml
demo_26403_0_gl2.xml
demo_26417_0_gl2.xml
demo_26419.0_gl2.xml
demo_26420_0_gl2.xml
demo_26421_0_gl2.xml
demo_26424_0_gl2.xml
demo_26451_0_gl2.xml
demo_26460_1_gl2.xml
demo_26468_0_gl2.xml
descent_gl2.xml
Desert_morning_gl2.xml
Disco_Lighting_gl2.xml
Distance_field_fur_test_gl2.xml
Distance_Field_gl2.xml
doom_2_gl2.xml
Dubstep_my_ass_gl2.xml
Elevated_Coast_gl2.xml
Emerging_gl2.xml
EmuMandel_gl2.xml
Eschers_the_ prentententoonstelling_gl2.xml
EvilSeed_gl2.xml
Eye_trips_gl2.xml
Fancy_ties_gl2.xml
Fire_and_water_gl2.xml
Flappy_Bird_gl2.xml
Fluid_with_obstacles_gl2.xml
Foggy_mountains_2_gl2.xml
Foreign_planet_gl2.xml
FrickinLasers_gl2.xml
Frozen_Wasteland_gl2.xml
Galvanize_Tunnel_gl2.xml
Glassy_Blobs_gl2.xml
GLSL_IO_Cube_gl2.xml
GLSL_IO_Page_Curl_gl2.xml
GLSL_IO_Potleaf_gl2.xml
GLSL_IO_Swap_gl2.xml
GLSL_IO_Undulating_burn_gl2.xml
Golden_Mandelbox_gl2.xml
Gomez_gl2.xml
Go_Portugal_gl2.xml
Guilin_gl2.xml
gyro_gl2.xml
Heartwing_Angel_gl2.xml
Heart_on_fire_gl2.xml
Holy_Cubes_gl2.xml
Hyperlepsy_gl2.xml
Hypertexture_trabeculum_gl2.xml
Hyper_dodecahedron_gl2.xml
Ice_lake_gl2.xml
Illustrated_equations_gl2.xml
Infinite_city_gl2.xml
Infinite_fractal_road_gl2.xml
Inflatable_Analyser_gl2.xml
Italian_Job_gl2.xml
Iterations_coral_gl2.xml
Jetstream_gl2.xml
Junkyard_gl2.xml
Long_slender_flexible_things_gl2.xml
Lost_in_ the_field_gl2.xml
machineroom_gl2.xml
Magnetismic_gl2.xml
manta_ray_gl2.xml
Mars_jetpack_gl2.xml
Meet_Billy_gl2.xml
Mengers_dream_gl2.xml
Mesas_gl2.xml
metamonolith_gl2.xml
Metro_tunnel_gl2.xml
Minefield_gl2.xml
Mist_Ring_gl2.xml
mod_rotwang_gl2.xml
Mona_Lisa_in_triangles_gl2.xml
Moon_Surface_II_gl2.xml
Mountains_gl2.xml
Music_pirates_gl2.xml
My_First_raymarch_gl2.xml
nano_tubes_gl2.xml
New_Zealand_gl2.xml
NightRide_gl2.xml
One_To_Rule_Them_All_gl2.xml
Orchard_Night_gl2.xml
Page_Curl_Effect_Experiment_gl2.xml
Palmetto_Stalk_gl2.xml
Particle_Experiment 5_gl2.xml
Path_Traced_Ice_Cube_gl2.xml
pbr_test_gl2.xml
Pearls_of_magma_gl2.xml
piggy_gl2.xml
Pixie_sticks_gl2.xml
PlanetMars_gl2.xml
Playing_with_Refleks_gl2.xml
Portal_Gameplay_gl2.xml
Prickly_Sphere_gl2.xml
Protophore_gl2.xml
protoplasm_gl2.xml
Pseudo_Knightyan_gl2.xml
Psycho_dots_gl2.xml
pulse_cell_gl2.xml
pyroclastic_explosion_gl2.xml
Pyroclastic_fireball_gl2.xml
Rainbow_Dash_gl2.xml
Rainbow_Spaghetti_gl2.xml
RayCast_rehabilitation_gl2.xml
raymarching_is_so_awesome_gl2.xml
Raymarching_primitives_gl2.xml
Raymarching_Worley_gl2.xml
Reflective_spheres_gl2.xml
Rendezvous_gl2.xml
Rolling_forever_gl2.xml
Rolling_Marbles_gl2.xml
Rolling_Marbles_Raytraced_gl2.xml
Rolling_Marbles_with_Shadows_gl2.xml
Rose_gl2.xml
Rotating_Structure_gl2.xml
Ruins_gl2.xml
sakura_revisited_gl2.xml
sampler_gl2.xml
Satellites_eye_gl2.xml
Schroedingers_cat.gl2.xml
Screws_gl2.xml
Seabirds_at_Sunset_gl2.xml
Shadering_Chameleon_gl2.xml
shader_material_demo_gl2.xml
Shady_building_gl2.xml
Shakespeare_Quest_gl2.xml
Sharbat_Gula_gl2.xml
shmup_gl2.xml
Signal_Field_gl2.xml
SIG_15_Oblivion_gl2.xml
Slisesix_gl2.xml
SoC_with_DEL_gl2.xml
SoC_with_Light_gl2.xml
SolarWind_gl2.xml
space_egg_gl2.xml
Space_jewels_gl2.xml
Speed_Experiment_1_gl2.xml
spiderwaves_gl2.xml
Spout_gl2.xml
sRGB_corrected_marble_gl2.xml
Stairs_gl2.xml
Star_Nest_retro_gl2.xml
Star_nursery_gl2.xml
Star_Spangled_Banner_gl2.xml
Stuctures_gl2.xml
SubabaRecycle_gl2.xml
Synthetic_aperture_gl2.xml
syoyos_AS3_Ambient_Occlusion_gl2.xml
Terminator_gl2.xml
Terrain_Mesh_Test_gl2.xml
the_cave.gl2.xml
the_institute_gl2.xml
The_Mine_gl2.xml
Toy_train_gl2.xml
train_ride_gl2.xml
Trampoline_gl2.xml
Trees_gl2.xml
Trig _1_gl2.xml
Tunnel_Monster_gl2.xml
Twistors_gl2.xml
Unlimited_confectionary_gl2.xml
Unreal_Intro_gl2.xml
useless_box_gl2.xml
Variations_of_Topologica_gl2.xml
Venice_gl2.xml
Voronoi_metrics_gl2.xml
Warp_and_Weave_gl2.xml
Weird_fractal_5_gl2.xml
Weird_fractal_6_gl2.xml
Who_goes_there_gl2.xml
Windyplains_gl2.xml
WIP_Awesome_star_gl2.xml
WIP_Bat_Signal_gl2.xml
WIP_FakeVolumetricClouds_gl2.xml
WIP_Floating_mountains_gl2.xml
WIP_Hall_of_Kings_gl2.xml
WIP_Jellyfish_gl2.xml
WIP_jellyfish_The_Jam_gl2.xml
WIP_JS4K_planets_gl2.xml
WIP_Juggler_spinoff_gl2.xml
WIP_Nightfall_gl2.xml
WIP_parallaxmapping_gl2.xml
WIP_particles_gl2.xml
WIP_Physically_based_shader_gl2.xml
WIP_Raymarch_210_chars_gl2.xml
WIP_Volcanic_gl2.xml
Wire_Eggs_gl2.xml
Woods_gl2.xml

JeGX

Nice!

Maybe you could manually merge all previous topics (one by one) with this one...

Stefan

Quote from: JeGX on June 11, 2015, 01:51:29 PM
Maybe you could manually merge all previous topics (one by one) with this one...

I merged the old topics without replies to avoid confusion.


Go here for the picture loader with "AMD R300 picture quality teaser" mentioned in the news: https://goo.gl/6lwNlD (42 MB)

Stefan

100 demos converted now.

Sort by date to catch the new ones.

For some reason Shadertoy demo "Volcanic" is screwed in GLSL Hacker.

Stefan

Besides Shadertoy conversions the update contains shaders from GLSL.IO
Thanks to aiekick at Shadertoy who made the formula "float progress = sin(iGlobalTime*.5)*.5+.5;"

At GLSL.IO the pictures are pumped into the pipeline via JavaScript.
Don't know how to do that in GLSL Hacker, so i'm limited to 2 pictures.


JeGX

I'll try to post a demo asap that displays several images that should help you.

Stefan

#6
Yet 20 more demos, watch the "train ride" at least 2 minutes.

--------------------------

The other day i stumbled upon a japanese GLSL editor at "JS4K intro"
"Planets" is the only demo that shows more than nothing.

Don't know how to get the value "p" for the vertex shader (so i used the VS that comes with GLSL Hacker)
// http://jp.wgld.org/js4kintro/editor/script.js   
attribute vec3 p;void main(){gl_Position=vec4(p,1.);}


I'm quite sure i converted the fragment shader correctly. Actually i found another difference between AMD and NVIDIA.

// http://jp.wgld.org/js4kintro/
#version 130 // mandatory for precision qualifier with AMD GPUs - NVIDIA doesn't care
precision mediump float;
//uniform float t;
//uniform vec2  r;
uniform vec2      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
#define t iGlobalTime
#define r iResolution




edit: typo fixed

JeGX

Quote from: Stefan on June 19, 2015, 04:49:51 PM
Don't know how to get the value "p" for the vertex shader (so i used the VS that comes with GLSL Hacker)

There is no standard name for the vertex shader inputs but usually there is always the position. In your case:

// http://jp.wgld.org/js4kintro/editor/script.js   
attribute vec3 p;void main(){gl_Position=vec4(p,1.);}


replace  "attribute vec3 p" by "in vec4 gxl3d_Position" :

#version 150
in vec4 gxl3d_Position;
void main()
{
  gl_Position = gxl3d_Position;
}



Stefan

Quote from: JeGX on June 19, 2015, 04:57:42 PM

replace  "attribute vec3 p" by "in vec4 gxl3d_Position" :

Thanks for the heads-up.
It compiles successfully, but it makes no difference visually.

JeGX

Could you paste the pixel shader ?


I coded a simple slideshow demo :

http://www.geeks3d.com/glslhacker/blog/20150619/simple-slideshow-demo/

I hope that demo will help you with your transition effects.

Stefan

#10
Quote from: JeGX on June 19, 2015, 06:32:07 PM
Could you paste the pixel shader ?


I coded a simple slideshow demo :
...
I hope that demo will help you with your transition effects.

Check out WIP_JS4K_planets_gl2.xml in the updated package at https://goo.gl/mSE7mc

Thanks for the demo, i'll study it

Stefan

I found a shader tool named esfragt for Windows and Raspberry.
It renders "JS4K  planets" properly.

I made a package where you just have to run planets.bat




Stefan

Download again for 150 demos now

I got "Venice" working now, just forgot to load the textures. And this demo rocks.

The AMD vs. NVIDIA saga continues: the demo "Illustrated equations" contains a line that's only illegal with AMD GPUs.
Actually the line is redundant.
// gl_FragCoord.y *= ratio;  // l-value required: assign "gl_FragCoord" (can't modify gl_FragCoord)

Stefan

Another day, another issue:

the demo "Ice Lake" uses a negative resolution "-iResolution", which causes a black screen in GLSL Hacker.
As a workaround i replaced it with "-1 * iResolution"

Download converted demo from https://goo.gl/udrmeK

Stefan

Go Portugal! fixed, hope it makes at least one forum user happy.

Problem was the undefined surfacePosition (reminder to myself: this might help in future with other GLSLSandbox demos).

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

#define time iGlobalTime                                             //uniform float time;
#define mouse iMouse                                                 //uniform vec2 mouse;
#define resolution iResolution                                       //uniform vec2 resolution;
vec2 surfacePosition = gl_FragCoord.xy / iResolution.xy * 1.4 - 0.7; //varying vec2 surfacePosition;


>>> Download converted demo from here <<<


nuninho1980


Stefan

Frozen Wasteland

Subroutine FOUR-D_NOISE disabled, causes implicit cast from "vec4" to "vec2" .

>>>download converted demo from here<<<

----------------------------------

Water Landscape

totally screwed in GLSL Hacker for some reason

>>>download converted demo from here<<<



Stefan

I was a bit puzzled how the micro shaders at Shadertoy work, but i think i found a good formula now:

Replace Shadertoy's pixel shader code  void mainImage( out vec4 f, vec2 w ) with:

#define f gl_FragColor
// modify values until it fits
#define objectsize 500
#define leftright 0
vec2 w = gl_FragCoord.xy / iResolution.xy * objectsize + leftright;
void main()


crowded place -> converted to GLSL hacker


crowded cheesy place -> converted to GLSL hacker



Stefan

200 demos converted now.
List and download link in first post.

Some highlights:



Stefan

#19