WebGL Workshop retweeted
289 chars #つぶやきGLSL
for (O *= t;
O.a++ < 30.;
O += (1. + cos(k+k+t+vec4(0,1,2,0))) / 2e2 / L
)
p = R - vec3(F+F, R.y),
p = t/L*p - 3./R,
M(p.zx) M(p.yx)
p.x -= 2., t -= L - .1;
Real-time: shadertoy.com/view/dlc3Wl
WebGL Workshop retweeted
Working!
It looks like the same named attributes over all shaders.
@playcanvas
WebGL Workshop retweeted
Replying to @CarlBateman @playcanvas
Six days! Six bleedin' days! Trying to fix this!
Inverted bi-linear, bi-linear, non-affine? Nope
Quick fix was:
𝚐𝚕_𝙿𝚘𝚜𝚒𝚝𝚒𝚘𝚗 /= 𝚐𝚕_𝙿𝚘𝚜𝚒𝚝𝚒𝚘𝚗.𝚠;
but didn't seem to work.
Not the shader! Because I was tracking the wrong bloody thing--the player not the camera!
WebGL Workshop retweeted
Replying to @playcanvas
@playcanvas
The Portals implementation is coming along nicely.
Oh, wait. Oh. Oh, sherbert!
WebGL Workshop retweeted
Replying to @playcanvas
@playcanvas
Progress with a more ambitious Portals implementation.
WebGL Workshop retweeted
I’m revisiting implementing portals (as in the eponymous game(s)) in @PlayCanvas, having abandoned my first ill-fated endeavour. 🙄
I’m now adopting a mask-based approach with promising results. 🙂
Mask is top left, portal view is top right, main image the merged result.
















