metatunnel source?
category: general [glöplog]
does anyone have the original source for metatunnel?
the source 404'd
the next best thing I could find was a seven year old broken javascript port (shaders: 1 2) and I've been trying to translate it to python with no luck. (I am new.)
the source 404'd
the next best thing I could find was a seven year old broken javascript port (shaders: 1 2) and I've been trying to translate it to python with no luck. (I am new.)
If you want just the shader source, it's not that hard to extract - but in practice, the m3d-fshader.sl you linked above is accurate.
A cursory look at your code makes me note this:
This implies that the shader is hardwired to 800x600, so it will look wrong on any other resolution.
A cursory look at your code makes me note this:
Code:
vec2 v=(gl_FragCoord.xy-vec2(400,300))/vec2(400,300);
This implies that the shader is hardwired to 800x600, so it will look wrong on any other resolution.
Quote:
If you want just the shader source, it's not that hard to extract - but in practice, the m3d-fshader.sl you linked above is accurate.
A cursory look at your code makes me note this:
Code:vec2 v=(gl_FragCoord.xy-vec2(400,300))/vec2(400,300);
This implies that the shader is hardwired to 800x600, so it will look wrong on any other resolution.
Changed it to 800x600 and changed 370 and 240 in the other shader to 400 and 300. The green and purple checkered texture (which I'm guessing is an empty texture) I was getting before flickers. Changing 400 and 300 to 370 and 240 instead gives me some static speckled altered pixels.
Quote:
There is a webGL port on shadertoy as well if that helps.
https://www.shadertoy.com/view/MdfSzn
Thanks, I can play with it now. It would still be nice to get the source back though.
HardCode (\HardCode\01024\linux\metatunnel\source\)
so you basically invert in/out and depending on platform/processor you might need a sliding window sort of approach