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    Help needed for two Shade

    Troubleshooting and Bug Reports
    shader frag error
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    • DusX
      DusX Tech Staff @tease last edited by

      @tease said:

      <

       The error suggests there is an extra OR missing '<' character. I would need to see the code entered into the editor to help further.

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      • tease
        tease @DusX last edited by

        @dusx My concern is that it is always the same error that I get, even entering shaders that Marc in entering without change and without problem on his guru session!

        Thomas Israël : Mac Studio M1 Max 32Go Ventura & MBP 2016 10.15.7 i7 16Go Intel HD 530 1536Mo - located in Belgium - France - Brasil
        Digital art - performance - Opera - installation - interactivity - sculpture / 18 years on Isadora / mac, hack & PC - www.thomasisrael.be & https://linktr.ee/thoisr

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        • Woland
          Woland Tech Staff @tease last edited by Woland

          @tease said:

          The first on is Hot Shower  :  https://www.shadertoy.com/view... (+copied as .txt here)

          This works fine for me too on an Intel Mac running Mojave. Before you paste the code into the GLSL Shader actor are you pressing Cmd+a to select all the text (so that when you paste in the text it replaces *all* the text that was previously in the GLSL Shader actor)?


          @tease said:

          Line 36 refer to the void main image:
              void mainImage( out vec4 fragColor, in  fragCoord )

          When I paste the code for this shader into the GLSL Shader actor (replace everything that was there before), this code lives in line 34, not 36.

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          • tease
            tease @Woland last edited by tease

            @woland , Thank you all! 

            I did it again, with attention to follow your cmd+A to get all the text, and effectively its now the line 34 that has a problem...but stil not compiling...with same < error message...😥

            is it because the textures are not present (line 40 & 46 on shader toy)? 

                  vec3 from=vec3(0.,0.,-2.+texture(iChannel0,uv*.5+iTime).x*stepsize); //from+dither

                 float tx=texture(iChannel0,uv*.2+vec2(t,0.)).x*displacement; // hot air effect

            Thomas Israël : Mac Studio M1 Max 32Go Ventura & MBP 2016 10.15.7 i7 16Go Intel HD 530 1536Mo - located in Belgium - France - Brasil
            Digital art - performance - Opera - installation - interactivity - sculpture / 18 years on Isadora / mac, hack & PC - www.thomasisrael.be & https://linktr.ee/thoisr

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            • Woland
              Woland Tech Staff @tease last edited by Woland

              @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.)

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              • bonemap
                bonemap Izzy Guru @tease last edited by

                @tease

                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

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                • dbini
                  dbini last edited by

                  the red shower shader also compiles fine on my old Mac, but pushes the load up to 334% and the universe slows down.

                  John Collingswood
                  taikabox.com
                  2019 MBPT 2.6GHZ i7 OSX15.3.2 16GB
                  plus an old iMac and assorted Mac Minis for installations

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                  • tease
                    tease @bonemap last edited by

                    @bonemap & @dbini & @Woland 

                    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);
                    }

                    Thomas Israël : Mac Studio M1 Max 32Go Ventura & MBP 2016 10.15.7 i7 16Go Intel HD 530 1536Mo - located in Belgium - France - Brasil
                    Digital art - performance - Opera - installation - interactivity - sculpture / 18 years on Isadora / mac, hack & PC - www.thomasisrael.be & https://linktr.ee/thoisr

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                    • DusX
                      DusX Tech Staff @tease last edited by

                      @tease said:

                      @DusX : this is what I pasted in Isadora GLSL Actor (just took out the first line): (just took out the first line):

                       Are you 100% sure you cleared the default code fully before pasting?
                      I was able to select and paste the code above into Isadora and it worked.

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                      • DusX
                        DusX Tech Staff @DusX last edited by

                        Have you opened a support ticket yet?
                        If not, please do so we can follow up with you and try to determine why this isn't working.

                        Support link in my signature below.

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                        • tease
                          tease @DusX last edited by

                          @dusx I did now, 

                          thanks for your support in this 

                          Thomas Israël : Mac Studio M1 Max 32Go Ventura & MBP 2016 10.15.7 i7 16Go Intel HD 530 1536Mo - located in Belgium - France - Brasil
                          Digital art - performance - Opera - installation - interactivity - sculpture / 18 years on Isadora / mac, hack & PC - www.thomasisrael.be & https://linktr.ee/thoisr

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