rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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					 2 changed files with 7 additions and 3 deletions
				
			
		|  | @ -1,8 +1,10 @@ | |||
| #version 120 | ||||
| uniform vec2 u_resolution; | ||||
| uniform float u_time; | ||||
| uniform sampler2D source; | ||||
| uniform float u_mouse; | ||||
| uniform float value = 0.2; | ||||
| uniform int octaves=8; | ||||
| 
 | ||||
| float random (in vec2 st) { | ||||
|     return fract(sin(dot(st.xy, | ||||
|  | @ -26,7 +28,7 @@ float noise(in vec2 st) { | |||
|     (d - b) * u.x * u.y; | ||||
| } | ||||
| 
 | ||||
| float fbm(in vec2 st, int octaves=8) { | ||||
| float fbm(in vec2 st) { | ||||
|   float v = 0.0; | ||||
|   float a = 0.5; | ||||
|   vec2 shift = vec2(100.0); | ||||
|  | @ -47,7 +49,7 @@ void main() { | |||
|   vec3 color = vec3(0.0); | ||||
| 
 | ||||
|   float speed = u_time * 10.0; | ||||
|   float value = cos(u_time) * cos(u_time); | ||||
|   float value = 0.8; // cos(u_time) * cos(u_time); | ||||
| 
 | ||||
|   vec2 q = vec2(0.0); | ||||
|   q.x = fbm(st + 0.00 * speed); | ||||
|  |  | |||
|  | @ -1,8 +1,10 @@ | |||
| #version 120 | ||||
| uniform vec2 u_resolution; | ||||
| uniform float u_time; | ||||
| uniform sampler2D source; | ||||
| uniform float u_mouse; | ||||
| uniform float value = 0.2; | ||||
| uniform int octaves=8; | ||||
| 
 | ||||
| float random (in vec2 st) { | ||||
|     return fract(sin(dot(st.xy, | ||||
|  | @ -26,7 +28,7 @@ float noise(in vec2 st) { | |||
|     (d - b) * u.x * u.y; | ||||
| } | ||||
| 
 | ||||
| float fbm(in vec2 st, int octaves=8) { | ||||
| float fbm(in vec2 st) { | ||||
|   float v = 0.0; | ||||
|   float a = 0.5; | ||||
|   vec2 shift = vec2(100.0); | ||||
|  |  | |||
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	 Zed A. Shaw
						Zed A. Shaw