Author Topic: Tokyo Demo Fest 2016 in GeeXLab flavor  (Read 4220 times)

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Stefan

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Tokyo Demo Fest 2016 in GeeXLab flavor
« on: February 25, 2016, 05:32:51 PM »
>>>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

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; 




« Last Edit: February 25, 2016, 05:40:19 PM by Stefan »