Thank you to have tryed. I did reset my preference, on one of my machine my GLSL plugin folder in empty, so nothing to reinstall regarding GLSL I guess?
and still this same: FRAG ERROR: 0:33: '<' : syntax error: syntax error.
Could one of you send me or post the GLSL actor you created, or the text that you have pasted on the GLSL actor?
@DusX : this is what I pasted in Isadora GLSL Actor (just took out the first line): (just took out the first line):
const float sphsize=.7; // planet size
const float dist=.27; // distance for glow and distortion
const float perturb=.3; // distortion amount of the flow around the planet
const float displacement=.015; // hot air effect
const float windspeed=.4; // speed of wind flow
const float steps=110.; // number of steps for the volumetric rendering
const float stepsize=.025;
const float brightness=.43;
const vec3 planetcolor=vec3(0.55,0.4,0.3);
const float fade=.005; //fade by distance
const float glow=3.5; // glow amount, mainly on hit side
// fractal params
const int iterations=13;
const float fractparam=.7;
const vec3 offset=vec3(1.5,2.,-1.5);
float wind(vec3 p) {
float d=max(0.,dist-max(0.,length(p)-sphsize)/sphsize)/dist; // for distortion and glow area
float x=max(0.2,p.x*2.); // to increase glow on left side
p.y*=1.+max(0.,-p.x-sphsize*.25)*1.5; // left side distortion (cheesy)
p-=d*normalize(p)*perturb; // spheric distortion of flow
p+=vec3(iTime*windspeed,0.,0.); // flow movement
p=abs(fract((p+offset)*.1)-.5); // tile folding
for (int i=0; i<iterations; i++) {
p=abs(p)/dot(p,p)-fractparam; // the magic formula for the hot flow
}
return length(p)*(1.+d*glow*x)+d*glow*x; // return the result with glow applied
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// get ray dir
vec2 uv = fragCoord.xy / iResolution.xy-.5;
vec3 dir=vec3(uv,1.);
dir.x*=iResolution.x/iResolution.y;
vec3 from=vec3(0.,0.,-2.+texture(iChannel0,uv*.5+iTime).x*stepsize); //from+dither
// volumetric rendering
float v=0., l=-0.0001, t=iTime*windspeed*.2;
for (float r=10.;r<steps;r++) {
vec3 p=from+r*dir*stepsize;
float tx=texture(iChannel0,uv*.2+vec2(t,0.)).x*displacement; // hot air effect
if (length(p)-sphsize-tx>0.)
// outside planet, accumulate values as ray goes, applying distance fading
v+=min(50.,wind(p))*max(0.,1.-r*fade);
else if (l<0.)
//inside planet, get planet shading if not already
//loop continues because of previous problems with breaks and not always optimizes much
l=pow(max(.53,dot(normalize(p),normalize(vec3(-1.,.5,-0.3)))),4.)
*(.5+texture(iChannel1,uv*vec2(2.,1.)*(1.+p.z*.5)+vec2(tx+t*.5,0.)).x*2.);
}
v/=steps; v*=brightness; // average values and apply bright factor
vec3 col=vec3(v*1.25,v*v,v*v*v)+l*planetcolor; // set color
col*=1.-length(pow(abs(uv),vec2(5.)))*14.; // vignette (kind of)
fragColor = vec4(col,1.0);
}
@tease Yeah probably Rutt Etra set to solid I'd say. Can be pretty GPU heavy but worth it!
the red shower shader also compiles fine on my old Mac, but pushes the load up to 334% and the universe slows down.
Wow - that is an intense shader image!! I have no problems with compiling the shadertoy code. It may be worth trying a reinstall of the GLSL plugin, or resetting preferences.

Best Wishes
Russell
@woland Wow, that's exactly what I need! But i'm not being able to download the file... Nothing happens when I click the "File Download". Anyway, thanks in advance!!
@tease said:
is it because the textures are not present (line 40 & 46 on shader toy)?
Probably. If the shader is relying on textures and Isadora doesn't have access to those textures then it probably wouldn't work correctly. (My knowledge of GLSL Shader code is very limited though.)
Is it possible to configure your OSC Source to send the data you're interested in as separate channels? The reason you're having trouble is Isadora cannot simultaneously route live data to 51 different destinations at the same time from a single source. Think of it like 51 people trying to move from one room to another. If there's one door (a single OSC Channel), they can't switch rooms as quickly because there are 51 people and only 1 door so they'll have to take turns using the door. If there are 51 doors (OSC Channels), 1 for each person, they can all switch rooms simultaneously because they don't have to share a single door.
Another analogy would be trying to throw 51 balls in 51 different directions; you'd need 51 arms in order to throw all 51 balls at the same time.
Isadora does not recognize it as 51 different channels:

I guess routing it is the way to get the data, and it works, but incorrectly: (with a lot of lag)