Tokyo Demo Fest 2016 in GeeXLab flavor

Started by Stefan, February 25, 2016, 05:32:51 PM

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Stefan

>>>Download now<<<

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

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;