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Thread: Android shader fx pack#1

  1. #11
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    Gigatron's Avatar
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    Hi, just updated this extension; In events Shader fx number and set target object are removed not needed in this case.



    Now you can set shader from string object like text object;
    You can change only uniform float value.
    And the final things ONLY most forward object is affectet by the shader (Z index) ; Look the .mfa example;

    Mr @NaitorStudios
    Can you tell me if it's ok or not please ?

    Regards
    Attached files Attached files

  2. #12
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    Shader for flood fill from left to right;

    Code:
    varying  lowp vec2 texCoordinate;
    uniform  lowp sampler2D texture;
    
    uniform lowp float iTime;
    
    lowp float duration =50.0;
    lowp float vbl_wait = 10.0;
    
    lowp float fill( lowp float x )
    {
        lowp float t = min( 1., mod(iTime,duration+vbl_wait) / duration);
        return (x > t) ? t : x;
    }
    
    
    void main()
    {
                    lowp vec2 uv= texCoordinate.xy;
                    uv.x  = fill( uv.x);
                                        
                   gl_FragColor =  texture2D(texture, uv );
    
    
    }

  3. #13
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    NaitorStudios's Avatar
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    Seems to crash on my phone with this new version, but loading from a string is an awesome addition, yeah.

  4. #14
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    Quote Originally Posted by NaitorStudios View Post
    Seems to crash on my phone with this new version, but loading from a string is an awesome addition, yeah.
    Crash will be fixed soon;

  5. #15
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    Ok i think found the crash issue, updating uniform variable every thick crash the application. For this reason we must update uniform every 0.2 milliseconds

    and the events screen shot;

    shader_events.png

    Shader precision not working as normal way , but using preprocessor directives will resolve this issue so flood fill is working nice , tested flood fill during
    1 hour without crashing.

    Flood fill shader :

    Code:
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    varying   vec2 texCoordinate;
    uniform  sampler2D texture;
    
    uniform float iTime;
    
    float duration =50.0;
    float vbl_wait = 10.0;
    
    float fill(float x )
    {
        float t = min( 1., mod(iTime,duration+vbl_wait) / duration);
        return (x > t) ? t : x;
    }
    
    
    void main()
    {
                  vec2 uv= texCoordinate.xy;
                   // uv.x  = fill( uv.x);
                    uv.y  =  fill( uv.y);
                    float amplitude = 0.0190;
                    float frequence = 20.00;
                    float speed = 2.0;
              
                   gl_FragColor =  texture2D(texture, uv )*1.2;
    }
    Good luck in the shader world with MMF2.5 on Android;

  6. #16
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    NaitorStudios's Avatar
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    Hmm problem is that I'm getting a crash on your example that sets the variables just once not continuously...

  7. #17
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    Quote Originally Posted by NaitorStudios View Post
    Hmm problem is that I'm getting a crash on your example that sets the variables just once not continuously...
    Strange , can i have your .mfa please ?

    Thanks

  8. #18
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    It's the same file you have sent with the last version.
    https://drive.google.com/file/d/1tHj...ew?usp=sharing

  9. #19
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    Quote Originally Posted by NaitorStudios View Post
    It's the same file you have sent with the last version.
    https://drive.google.com/file/d/1tHj...ew?usp=sharing
    Thank you ,

    I ve tested the file and it's working nice for me. Just changed shader precision definition no event changed.

    Code:
    #ifdef GL_ES
    precision mediump float;
    #endif
    
    varying   vec2 texCoordinate;
    uniform  sampler2D texture;
    
    uniform float intensity;
    uniform float test;
    
    uniform float red;
    uniform float green;
    uniform float blue;
    
    
    void main()
    {
                    vec2 uv= texCoordinate.xy;
                    vec4 tx = texture2D(texture,uv);
              
                        tx.r = tx.r *  red;
                        tx.g = tx.g * green;
                        tx.b = tx.b * blue;
              
                   gl_FragColor = pow (tx, vec4(1.0*intensity));
    }
    Tested on galaxy s7 edge;

  10. #20
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    Hi, are someone can install this apk to test this
    shader pack fx; 17 shade are included;

    http://gigatron3k.free.fr/F25/my-fx3.zip

    Feedback are welcome, thanks in advance;

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