thanks a lot, btw, I got an error during the code follows, can you advise me? Vertex Shader Compile Results: Compiled Successfully ============= Pixel Shader Compile Results: ERROR: 0:17: 'constructor' : not enough data provided for construction ============= Program Link Results: Attached fragment shader is not compiled.
@TheInteractiveImmersiveHQ Жыл бұрын
This kind of error can occur when there are mismatched data types somewhere in the code (a vec2 is supplied where a vec4 is expected). I’d start by double checking that you’ve got the code copied down exactly as it is in the video. Make sure you don’t have any typos and (especially important in GLSL) that you haven’t missed any semicolons or curly braces.
@riorokoko2 жыл бұрын
Thank you so much !!! Can you also add back point in places where you already cutted them off? Like you can still get some point from where you deleted them. If yes wat are the code lines? :)
@TheInteractiveImmersiveHQ2 жыл бұрын
Not easily because once they fail your if statement, the pixels are set to a specific value, so you lose the data in that texture. You could get them back by referencing the original texture again, but at that point it might be better to try not to delete them in the first place. What is the use case for bringing them back?
@taj_ninny2 жыл бұрын
Maybe only setting alpha to 0 and keeping RGB ?
@borjonx2 жыл бұрын
INCREDIBLE!!! It's wild that you don't have to manually iterate over every pixel in the incoming cloud. Is that handled automatically in GLSL?
@TheInteractiveImmersiveHQ2 жыл бұрын
Yup! The whole approach for the GPU is to operate the same bit of code on every single data point. And it can do that at scale which is really cool.
@minhaway54263 жыл бұрын
Thank you so much!
@TheInteractiveImmersiveHQ3 жыл бұрын
No problem, glad you enjoyed it!
@PM-mf9uy3 жыл бұрын
Thank you!
@TheInteractiveImmersiveHQ3 жыл бұрын
Our pleasure!
@taj_ninny2 жыл бұрын
Quick GLSL tip for a 1-line clip : if (greaterThan(color.rgb, uFieldMax) != false || lessThan(color.rgb, uFieldMin) != false){color = vec4(0.0);} Here you need to use two vec3 which represents minXYZ and maxXYZ enjoy :)
@TheInteractiveImmersiveHQ2 жыл бұрын
Great tip! Just shows how many different ways of approaching things there are in GLSL :)