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Thread: Html5 Shader Demo Example

  1. #31
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    CruddyBuddy's Avatar
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    Quote Originally Posted by Sloxone View Post
    So nice .. i would like to say MMF2.5 sdk is really a nightmare i spent many days to do what i want;
    Here is colorfx extension for html5 exporter; I failed to load sprite image individually but found another way.
    You can set the sprite number to find the sprite you want to change color..
    Not use Condition or expression , this exension is based from template included in MMF2.5 SDK simple control;

    ** If Loading is slow refresh page with F5 to see demo;

    Demo is here : http://gigatron3k.free.fr/html5/F25/colorfx/

    The extension here: http://gigatron3k.free.fr/html5/F25/colorfx/colorfx.zip

    Instruction : copy Colorfx.js to Clickteam Fusion Developer 2.5\Data\Runtime\Html5

    copy Colorfx.mfx : Clickteam Fusion Developer 2.5\Extensions\Unicode

    Open MFA included and tell me what you want on this extension;

    * Beta version now..

    Regards
    Nice! That sounds perfect. I'll check it out!

  2. #32
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    And the next step, sampling canvas , until we have webgl canvas surface with MMF2.5 html5.

    This shader affect all MMF2 canvas the fps show the power of gl shader wobble, cartoon and color changer fx;
    Faster than before .. load image is not used..


    * Refresh page if it's not loading;

    http://gigatron3k.free.fr/html5/F25/sampler/

    Waiting for beta testers ... if we have memory leaks or not, and performance test;

    Regards

  3. #33
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    To demonstrate how it's working here another game Giball html5 test with
    C64 palette ...
    http://gigatron3k.free.fr/html5/F25/c64color/

    So if you want special shader for games please PM me;

    regards

  4. #34
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    Quote Originally Posted by Sloxone View Post
    Hi all
    [Sloxone
    Is it possible to make a zoom view shader which is not full screen? Such as being applied to active object?

  5. #35
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    Quote Originally Posted by Sloxone View Post
    To demonstrate how it's working here another game Giball html5 test with
    C64 palette ...
    http://gigatron3k.free.fr/html5/F25/c64color/

    So if you want special shader for games please PM me;

    regards
    Hi

    This shader pick an image from mosaic , i can make another shader to load sprite image but you must uncheck mosaic on your project.

    Regards

  6. #36
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    Hi all

    Just finished 80% of 8bit console colors fx for html5 exporter if anyone is interested i will finish it.. you must have fast computer ;
    Firefox wait 10 sec to compile this shader here is the demo :

    http://gigatron3k.free.fr/html5/F25/...ors/index.html

    Regards

  7. #37
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    Quote Originally Posted by Sloxone View Post
    So nice .. i would like to say MMF2.5 sdk is really a nightmare i spent many days to do what i want;
    Here is colorfx extension for html5 exporter; I failed to load sprite image individually but found another way.
    You can set the sprite number to find the sprite you want to change color..
    Not use Condition or expression , this exension is based from template included in MMF2.5 SDK simple control;

    ** If Loading is slow refresh page with F5 to see demo;

    Demo is here : http://gigatron3k.free.fr/html5/F25/colorfx/

    The extension here: http://gigatron3k.free.fr/html5/F25/colorfx/colorfx.zip

    Instruction : copy Colorfx.js to Clickteam Fusion Developer 2.5\Data\Runtime\Html5

    copy Colorfx.mfx : Clickteam Fusion Developer 2.5\Extensions\Unicode

    Open MFA included and tell me what you want on this extension;

    * Beta version now..

    Regards
    Hello,
    After many hours spent to retriev image from imagebank , i decided to release a new easy version of this shader fx;
    Installation :
    copy Colorfx.js to Clickteam Fusion Developer 2.5\Data\Runtime\Html5
    copy Colorfx.mfx : Clickteam Fusion Developer 2.5\Extensions\Unicode

    First of all create empty HTML5 Project with drawer and name etc... Don't forget html5 projects not run with running the frame
    you must use build & run;

    Insert colorfx in your frame scene, and text object , this last will contain fragment;
    And insert sprite object with image or empty colored surface;

    Insert the shader code in text object. The Shadertoy default shader is like this one;


    Code:
    void mainImage( out vec4 fragColor, in vec2 fragCoord )
    {
        // Normalized pixel coordinates (from 0 to 1)
        vec2 uv = fragCoord/iResolution.xy;
    
        // Time varying pixel color
        vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
    
        // Output to screen
        fragColor = vec4(col,1.0);
    }

    In event editor : Start of scene : colorfx object : Color Fx Option : Target Sprite ... now set your sprite object
    *** The Target "sprite" must be an image object; not button listbox, combobox or text, textbox or else***
    Then finally set Color Fx Option : Set Fragment Shader from Text object Text;

    Then Build & run to see the fx;

    Textured shader is like so;



    void mainImage( out vec4 fragColor, in vec2 fragCoord )
    {

    vec2 uv = fragCoord/iResolution.xy;

    vec3 tx = texture2D(iChannel0,uv).xyz;
    fragColor = vec4(tx,1.0)*0.5; /// *0.5 is the intensity of texture; you can change this by uniform
    }
    So if you want to copy shader from shadertoy remember;
    Complex shaders or Buffered shaders are not working.. "texture" word from shadertoy become 'texture2D'



    Have fun;
    Attached files Attached files

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