scummtomte

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About scummtomte

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  1. Thanks for your response! I definitely agree regarding following the logic of the shader. This time though, I'm making this for a big birthday party in just a few of days so learning how to code shaders in a proper way isn't really viable this time around. But I will dig into it in the future because it does seem good to know. Also, from other examples I´ve seen, there are quite minor changes that needs to be done for the port. It's just that I gotta know what to change. I´ve found some tips online for how to go from converting a shadertoy to three.js, and I´ve ended up with this code, which is built upon the initial "semi-guide"/skeleton-code that I linked in my first post (fixed the links btw), here's the code I´ve got so far: https://gist.github.com/scummtomte/523f2e4c403c083d6983f8865ca24bc7 However, I'm stuck. I'm not really sure what to do from now on. And there are no error messages. The image is rendered but the canvas is separated from the image and the canvas is pitch black. I guess there's something there that needs to be fixed. Would really appreciate help. Thank you!
  2. Hey! I want to port this shader: https://www.shadertoy.com/view/XtXyDN, to three.js. I’m new with fragment shaders but I’m using this topic as a semi-guide for how to port this type of frame buffer shader: https://discourse.threejs.org/t/basic-feedback-and-buffer-implementation-with-glsl-shaders/409 Sadly, there seem to be lots of variables that needs to be converted in ways that are unknown for me. And the resources for this type of porting is sparse to say the least. So i’m asking all the shader masters out there for some kind of guidance of how to port this code/variables to make the port successful. Or if someone have good information to direct me to! I would be very, very, very grateful if someone can help me with this, I could be even pay a bit for the port because its important to me to complete this asap. Thank you!
  3. WebGL Fragment Shader played in Reverse

    I understand, thank you!
  4. WebGL Fragment Shader played in Reverse

    Just also want to add, that It's completely fine if there's a way to ONLY reverse the effect. From a blurred state to a clear image. So that I can use 2 different shaders that i smoothly transition between midway.
  5. WebGL Fragment Shader played in Reverse

    @JTippetts @unbird Thank you both for your helpful responses. I played around with another fragment shader in three.js (https://threejs.org/examples/?q=shader#webgl_shader) and with the help of the animate function in javascript I managed to play it and reverse it. This was not an image based shader, but my hope is that three.js will stand above the imported and converted shader, which will make it possible to use the animate function to reverse even my shader. Is this possible? I will make a try unless you say that it's impossible for sure. Thank you!
  6. Hey!This is WebGl!I have this fragment shader that I found on shadertoy.com, and now I'm going to implement it via three.js. My issue is that I would really want to be able to go control the "time" of the shader. So that I can let it "play" and then "reverse" the effect to get it back to the starting point. It will also be interactive so it's not a question of an animation.What would be the best way to do this? I'm new when it comes to fragment shaders.Here's the shadertoy effect:https://www.shadertoy.com/view/ldcGDXWould really appreciate an answer, thank you!