fand / veda Goto Github PK
View Code? Open in Web Editor NEW⚡VJ / Live Coding on Atom⚡
Home Page: http://veda.gl/
License: MIT License
⚡VJ / Live Coding on Atom⚡
Home Page: http://veda.gl/
License: MIT License
only when custom validator path is specified
i need to toggle glsl twice in order to get working
Macbook early 2013.
vUv' not read by fragment shader
WARNING: Output of vertex shader 'webgl_42f24135131e57ca' not read by fragment shader
and [VEDA] config file not found
When I use an nvidia GPU with atom (GTX 1060M on Laptop, 1080 on Desktop) veda fails to initialize the WebGL context. It works when I set atom to use intel integrated graphics on laptop.
C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\node_modules\three\build\three.js:21332 THREE.WebGLRenderer: Error creating WebGL context.
WebGLRenderer @ C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\node_modules\three\build\three.js:21332
C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\node_modules\three\build\three.js:14891 Uncaught (in promise) TypeError: Cannot read property 'getExtension' of null
at Object.get (C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\node_modules\three\build\three.js:14891:22)
at initGLContext (C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\node_modules\three\build\three.js:21348:15)
at new WebGLRenderer (C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\node_modules\three\build\three.js:21395:3)
at new SoundRenderer (C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\lib\sound-renderer.js:88:25)
at new Veda (C:\Users\spaghet\.atom\packages\veda\node_modules\vedajs\lib\veda.js:145:30)
at new Player (C:\Users\spaghet\.atom\packages\veda\lib\player.js:62:21)
at new App (C:\Users\spaghet\.atom\packages\veda\lib\app.js:73:23)
at new Wrapper (C:\Users\spaghet\.atom\packages\veda\lib\wrapper.js:22:20)
at Object._activate (C:\Users\spaghet\.atom\packages\veda\lib\index.js:83:19)
at require.install.then (C:\Users\spaghet\.atom\packages\veda\lib\index.js:80:30)
at <anonymous>
ISF (Interactive Shader Format) is a GLSL file format for VJ apps like VDMX.
https://www.interactiveshaderformat.com/spec
VEDA uses extended format in shaders and .vedarc
.
I don't think we need to aim full compatibility with ISF, but some features will help us writing shaders.
Also, it would be great if we could import ISF files from https://www.interactiveshaderformat.com/ or the installer.
Here's the draft of ISF v3.
https://github.com/mrRay/ISF_Spec/tree/Draft-v3
PASSES
INPUTS
This error gets thrown when you attempt to close out all tabs while in "watch active shader" mode and go to the blank window screen.
TypeError: Cannot read property 'getPath' of undefined
at GlslLivecoder.loadShaderOfEditor (file:///C:/Users/rikuo/.atom/packages/glsl-livecoder/lib/glsl-livecoder.js:178:24)
at GlslLivecoder.watchShader (file:///C:/Users/rikuo/.atom/packages/glsl-livecoder/lib/glsl-livecoder.js:137:10)
at file:///C:/Users/rikuo/.atom/packages/glsl-livecoder/lib/glsl-livecoder.js:125:12
at Function.module.exports.Emitter.simpleDispatch (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\node_modules\event-kit\lib\emitter.js:25:20)
at Emitter.module.exports.Emitter.emit (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\node_modules\event-kit\lib\emitter.js:141:34)
at Workspace.didChangeActivePaneItemOnPaneContainer (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\workspace.js:502:30)
at WorkspaceCenter.paneContainer.onDidChangeActivePaneItem (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\workspace-center.js:17:20)
at Function.module.exports.Emitter.simpleDispatch (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\node_modules\event-kit\lib\emitter.js:25:20)
at Emitter.module.exports.Emitter.emit (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\node_modules\event-kit\lib\emitter.js:141:34)
at PaneContainer.didChangeActiveItemOnPane (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\pane-container.js:284:26)
at Pane.module.exports.Pane.setActiveItem (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\pane.js:339:22)
at Pane.module.exports.Pane.removeItem (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\pane.js:626:22)
at Pane.module.exports.Pane.destroyItem (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\pane.js:706:22)
at Pane.module.exports.Pane.destroyActiveItem (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\pane.js:683:18)
at Workspace.closeActivePaneItemOrEmptyPaneOrWindow (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\workspace.js:1703:48)
at HTMLElement.core:close (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\register-default-commands.js:233:38)
at CommandRegistry.module.exports.CommandRegistry.handleCommandEvent (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\command-registry.js:265:35)
at C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\command-registry.js:3:65
at KeymapManager.module.exports.KeymapManager.dispatchCommandEvent (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\node_modules\atom-keymap\lib\keymap-manager.js:610:22)
at KeymapManager.module.exports.KeymapManager.handleKeyboardEvent (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\node_modules\atom-keymap\lib\keymap-manager.js:401:28)
at WindowEventHandler.module.exports.WindowEventHandler.handleDocumentKeyEvent (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\window-event-handler.js:100:42)
at HTMLDocument.<anonymous> (C:\Users\rikuo\AppData\Local\atom\app-1.19.5\resources\app\src\window-event-handler.js:3:65)
When I try to toggle it off, I get this error. And after I want to toggle it on, the same error appears again
Atom: 1.19.2 x64
Electron: 1.6.9
OS: Microsoft Windows 10 Enterprise 2016 LTSB
Thrown From: glsl-livecoder package 0.7.1
Uncaught TypeError: Cannot read property 'disconnect' of undefined
At C:\Users\dima-pc\.atom\packages\glsl-livecoder\lib\audio-loader.js:62
TypeError: Cannot read property 'disconnect' of undefined
at AudioLoader.stop (/packages/glsl-livecoder/lib/audio-loader.js:62:18)
at ThreeShader.stop (/packages/glsl-livecoder/lib/three-shader.js:189:23)
at GlslLivecoder.stop (/packages/glsl-livecoder/lib/glsl-livecoder.js:104:17)
at GlslLivecoder.toggle (/packages/glsl-livecoder/lib/glsl-livecoder.js:90:14)
at HTMLElement.glslLivecoderToggle (/packages/glsl-livecoder/lib/index.js:62:47)
at CommandRegistry.module.exports.CommandRegistry.handleCommandEvent (~/AppData/Local/atom/app-1.19.2/resources/app/src/command-registry.js:265:35)
at CommandRegistry.handleCommandEvent (~/AppData/Local/atom/app-1.19.2/resources/app/src/command-registry.js:3:65)
at CommandRegistry.module.exports.CommandRegistry.dispatch (~/AppData/Local/atom/app-1.19.2/resources/app/src/command-registry.js:166:25)
at AtomEnvironment.module.exports.AtomEnvironment.dispatchContextMenuCommand (~/AppData/Local/atom/app-1.19.2/resources/app/src/atom-environment.js:1344:34)
at EventEmitter.outerCallback (~/AppData/Local/atom/app-1.19.2/resources/app/src/application-delegate.js:347:31)
at emitThree (events.js:116:13)
at EventEmitter.emit (events.js:194:7)
-4:43.8.0 intentions:highlight (input.hidden-input)
-4:43.3.0 glsl-livecoder:watch-shader (input.hidden-input)
-4:41.3.0 intentions:highlight (input.hidden-input)
-4:40.9.0 glsl-livecoder:watch-shader (input.hidden-input)
-4:38.7.0 intentions:highlight (input.hidden-input)
-4:38 glsl-livecoder:watch-shader (input.hidden-input)
-4:36 intentions:highlight (input.hidden-input)
2x -4:35.6.0 glsl-livecoder:watch-shader (input.hidden-input)
-4:20.6.0 intentions:highlight (input.hidden-input)
4x -4:20.1.0 glsl-livecoder:watch-shader (input.hidden-input)
-4:13.1.0 intentions:highlight (input.hidden-input)
2x -4:12.7.0 glsl-livecoder:watch-shader (input.hidden-input)
-2:49.3.0 glsl-livecoder:toggle (div.line.cursor-line)
-2:43.7.0 command-palette:toggle (input.hidden-input)
-2:40.7.0 core:confirm (input.hidden-input)
-2:40.7.0 glsl-livecoder:toggle (input.hidden-input)
atom-beautify 0.30.3
autocomplete-glsl 0.2.3
busy-signal 1.4.3
gcc-make-run 0.2.9
glsl-livecoder 0.7.1
intentions 1.1.5
language-glsl 2.0.1
linter 2.2.0
linter-gcc 0.7.1
linter-glsl 2.1.3
linter-ui-default 1.6.7
Fragment shader gist with this issue being present. On my laptop it takes >20 sec to compile. And this is exactly the same shader, comments removed, which compiles instantly.
Also, it seems like you can't have /*...*/
comments anywhere in your code, as it ruins commands such as /*{server:3000}*/
.
Hi, I was wondering if it is possible to add that feature. I was looking up in the code but I couldn't find where the midi sampler2D are managed.
Amazing work on veda!
It would be nice if we can change the speed of videos like this:
{
"IMPORTED": {
"video1": {
"PATH": "./videos/1.mp4",
"RATE": 0.5, // video1 plays 50% slower
},
"video2": {
"PATH": "./videos/2.mp4",
"RATE": 2, // video2 plays 200% faster
}
}
}
Currently teletype doesn't have any features to send custom events.
so we have to send VEDA commands ourselves using some services like Puhser
https://pusher.com/
I tried the keyboard input example but there is no information as to how to get the keys to affect the shader rather than add a letter to the running shader at the cursor.
I suggest adding a blurb to the help / and a comment in the example
found this on the website https://veda.gl/features/keyboard/ which works great (z key not showing on osx chrome). the example does have the keyboard setting comment header. if this is not possible in the atom editor that would be worth noting in the relevant help/package readme
.obj
Veda:Toggle doesn't work on atom. It doesn't do anything. And also it only shows once on command palette. When trying to type it for the second time on command palette, it says "No matches found ".
I also tried Ctrl-Enter. That also doesn't do anything to load the shader.
[Enter steps to reproduce:]
Atom: 1.20.0 x64 also tested in 1.19.6 x64
Electron: 1.6.9
OS: Ubuntu 17.04
Thrown From: glsl-livecoder package 0.9.2
Uncaught TypeError: Cannot read property 'then' of undefined
At /home/ck/.atom/packages/glsl-livecoder/lib/camera-loader.js:40
TypeError: Cannot read property 'then' of undefined
at CameraLoader.disable (/packages/glsl-livecoder/lib/camera-loader.js:40:19)
at ThreeShader.stop (/packages/glsl-livecoder/lib/three-shader.js:246:24)
at GlslLivecoder.stop (/packages/glsl-livecoder/lib/glsl-livecoder.js:141:17)
at GlslLivecoder.toggle (/packages/glsl-livecoder/lib/glsl-livecoder.js:127:14)
at HTMLElement.glslLivecoderToggle (/packages/glsl-livecoder/lib/index.js:95:47)
at CommandRegistry.module.exports.CommandRegistry.handleCommandEvent (/usr/share/atom/resources/app/src/command-registry.js:265:35)
at /usr/share/atom/resources/app/src/command-registry.js:3:65
at Object.didConfirmSelection (/usr/share/atom/resources/app/node_modules/command-palette/lib/command-palette-view.js:106:35)
at SelectListView.confirmSelection (/usr/share/atom/resources/app/node_modules/atom-select-list/src/select-list-view.js:313:26)
at HTMLDivElement.core:confirm (/usr/share/atom/resources/app/node_modules/atom-select-list/src/select-list-view.js:81:20)
at CommandRegistry.module.exports.CommandRegistry.handleCommandEvent (/usr/share/atom/resources/app/src/command-registry.js:265:35)
at /usr/share/atom/resources/app/src/command-registry.js:3:65
at KeymapManager.module.exports.KeymapManager.dispatchCommandEvent (/usr/share/atom/resources/app/node_modules/atom-keymap/lib/keymap-manager.js:621:22)
at KeymapManager.module.exports.KeymapManager.handleKeyboardEvent (/usr/share/atom/resources/app/node_modules/atom-keymap/lib/keymap-manager.js:412:28)
at WindowEventHandler.module.exports.WindowEventHandler.handleDocumentKeyEvent (/usr/share/atom/resources/app/src/window-event-handler.js:100:42)
at HTMLDocument.<anonymous> (/usr/share/atom/resources/app/src/window-event-handler.js:3:65)
-0:26.1.0 intentions:highlight (input.hidden-input)
-0:26 command-palette:toggle (input.hidden-input)
-0:23.9.0 core:confirm (input.hidden-input)
-0:23.4.0 glsl-livecoder:toggle (input.hidden-input)
-0:22.2.0 intentions:highlight (input.hidden-input)
-0:22 glsl-livecoder:load-shader (input.hidden-input)
-0:21 intentions:highlight (input.hidden-input)
-0:19.9.0 command-palette:toggle (input.hidden-input)
-0:18.7.0 core:confirm (input.hidden-input)
-0:18.7.0 glsl-livecoder:toggle (input.hidden-input)
atom-rst-preview-docutils 1.0.0
atom-typescript 11.0.8
autocomplete-glsl 0.2.3
autocomplete-python 1.10.2
busy-signal 1.4.3
glsl-livecoder 0.9.2
intentions 1.1.5
javascript-snippets 1.2.1
language-glsl 2.0.1
language-ini 1.19.0
language-javascript-jsx 0.3.7
language-kivy 0.2.0
language-restructuredtext 1.1.0
linter 2.2.0
linter-glsl 2.1.3
linter-ui-default 1.6.8
MagicPython 1.0.12
minimap 4.29.6
minimap-find-and-replace 4.5.2
open-unsupported-files 1.0.20
pretty-json 1.6.4
python-indent 1.1.0
python-tools 0.6.9
run-in-terminal 1.0.1
script 3.15.0
theme-switcher 1.1.0
videoplayer 1.2.1
on the website instructions to install for windows, ti says to put in the directory to glslangValidator, in the settings, I ended up having to put the filename also. I suggest changing this:
After that, add installed glslangValidator to your PATH environment variable.
In Windows, glslangValidator will be installed in C:\VulkanSDK( version )\Bin.
The path of glslangValidator can also be specified in the settings of VEDA
C:\VulkanSDK( version )\Bin\glslangValidator.exe<< add right here
Start VEDA with disabled internet connection and try to run a shader on a local server, Just a white screen appears, no errors in the console (just [VEDA] Connected to the server
). If I connect to the internet atfer that, the shader loads and runs successfully.
system: Ubuntu 17.04 using ALSA
I cant get example 'audio.frag' to work...
I imagine it suppose to use Input Device witch is set to monitoring, so I can use what I hear.
tested with VSXu and it works fine, (I can see audio) - vsxu.com
...so any tips how to get audio would be great.
P.S. Just found this nice package by accident and its a lot of fun. THX.
trying to turn on a server with "server": 1234
is giving dyld: Library not loaded: /usr/local/opt/icu4c/lib/libicui18n.59.dylib Referenced from: /usr/local/bin/node Reason: image not found
wanna support ShaderLab files for Unity 💥
https://docs.unity3d.com/jp/540/Manual/SL-Shader.html
Maybe I have to write language-shaderlab
first...( ꒪﹃ ꒪)
npm ERR! tar.unpack unzip error /private/var/folders/7m/9j6vw_vs259cdq2ly2t_lrmw0000gn/T/d-118426-6956-x92wmw.2qt7mvlsor/package.tgz
npm ERR! addLocal Could not install /private/var/folders/7m/9j6vw_vs259cdq2ly2t_lrmw0000gn/T/d-118426-6956-x92wmw.2qt7mvlsor/package.tgz
npm ERR! Darwin 16.7.0
npm ERR! argv "/Users/leotreasure/ApplicationsH/Atom.app/Contents/Resources/app/apm/bin/node" "/Users/leotreasure/ApplicationsH/Atom.app/Contents/Resources/app/apm/node_modules/npm/bin/npm-cli.js" "--globalconfig" "/Users/leotreasure/.atom/.apm/.apmrc" "--userconfig" "/Users/leotreasure/.atom/.apmrc" "install" "/private/var/folders/7m/9j6vw_vs259cdq2ly2t_lrmw0000gn/T/d-118426-6956-x92wmw.2qt7mvlsor/package.tgz" "--runtime=electron" "--target=1.7.15" "--arch=x64" "--global-style"
npm ERR! node v6.9.5
npm ERR! npm v3.10.10
npm ERR! code Z_DATA_ERROR
npm ERR! errno -3
npm ERR! incorrect data check
npm ERR!
npm ERR! If you need help, you may report this error at:
npm ERR! <https://github.com/npm/npm/issues>
npm ERR! tar.unpack untar error /private/var/folders/7m/9j6vw_vs259cdq2ly2t_lrmw0000gn/T/d-118426-6956-x92wmw.2qt7mvlsor/package.tgz
npm ERR! Please include the following file with any support request:
npm ERR! /private/var/folders/7m/9j6vw_vs259cdq2ly2t_lrmw0000gn/T/apm-install-dir-118426-6956-r8y3b5.n8y5sif6r/npm-debug.log
VEDA is built on Three.js now.
There is an issue for WebGL2Renderer but it seems to be diffucult 😇
mrdoob/three.js#9965
Babylon.js already supports WebGL.
https://www.babylonjs.com/
Should we wait for THREE.WebGL2Renderer, or migrate to Babylon.js...?
When I load up Atom I experience no audio feedback. As soon as I click Packages->glsl_livecoder->Toggle, I hear audio feedback (echoing and a shrill whine) from the speaker to the microphone. I understand that the audio input API must read the microphone input, but surely it does not need to output the same audio to the speaker.
Using glsl-livecoder 0.4.1 on OSX with Atom 1.18.0 64 bit.
This might be useful
https://github.com/2bbb/node-abletonlink
OSC is a widely-used protocol like MIDI, but more flexible.
I'm not familiar with OSC. Comments welcome!
reported by la_gauche, thx!
la_gauche [8:19 AM]
@U6C6GQYG1 do I need to do anything in particular to get your midi.frag or note.frag example working? I'm sending midi out of tidal using loopMIDI. It's a windows virtual midi router if you aren't familiar. Chrome is picking it up. I've tested a few random synths in webpages. I'm sending out notes, but nothing is happening in my Atom background. Just a black screen. Not sure if I have to install a plugin on top of Veda so that it picks up Web Midi (edited)
1 reply Today at 10:07 AM View thread
amagitakayosi [10:07 AM]
It doesn't need any plugins. Maybe it's a problem of MIDI status number.
open this page and try MIDI events then show me the logs, plz :pray: https://mikatahara.github.io/SendReceive/
la_gauche [10:07 AM]
ok ill try now
la_gauche [10:10 AM]
uploaded and commented on this image: web midi.png
1 Comment
@U6C6GQYG1 I had to change to a different port at the top, but otherwise it's receiving messages. I don't know what CC or notes I should send note.frag or midi.frag if that matters. I'm just sending many different notes with different velocities for my test.
la_gauche [10:21 AM]
I don't know GLSL obviously : )
amagitakayosi [10:24 AM]
hm.. it seems nothing's wrong.. virtual MIDI keys on my mac shows almost same logs but note.frag works. Is there any errors when you open Devtools on Atom?
la_gauche [10:25 AM]
I don't think so, but I haven't used dev tools. Other *.frag examples work great and many from the glsl sandbox website
[10:25]
I'm on Windows 10 64bit if that matters
amagitakayosi [10:28 AM]
I said `nothing's wrong` to the screenshot :sweat_smile:
la_gauche [10:30 AM]
uploaded and commented on this image: dev tools.png
1 Comment
A pic of note.frag and dev tools open
la_gauche [10:31 AM]
i think dev tools says there is one html error, but I don't think that's related. (edited)
amagitakayosi [10:36 AM]
ah you're trying tidal-midi! cool
[10:37]
The MIDI port must be initialized before launching Veda, plz try reloading Atom, init Tidal, make sure the MIDI port is ready, then `veda:toggle`.
[10:38]
if it doesn't work it must be a bug. I'll open an issue.
new messages
la_gauche [10:47 AM]
@U6C6GQYG1 oh yes I made sure the midi port is initialized first then I toggle Veda, but no luck. Maybe it is a bug indeed. It could be a Windows bug also : ( I've seen Tidal-Midi + Veda working on a mac
Currently VEDA uses THREE.ShaderMaterial but this might cause problems.
e.g. Duplicate declaration of uniforms
Auto completion causes jank frames...
Here is a profile on jank frames.
The slowest frame took 953ms.
It seems there are 2 main causes:
autocomplete-plus
is slow
renderItem
with etch might be effectiverenderItem
with etch but putting off cause it seemed to take long time for melooking for alternative solutions...
Running this in Tidal Cycles and I get black screen:
import Sound.Tidal.MIDI.Context
displayOutputDevices >>= putStrLn
devices <- midiDevices
m1 <- midiStream devices "IAC Driver Bus 1" 1 synthController
m1 $ n "cs5 a4"
from web midi monitoring midi events appear to be working:
Found 1 MIDI input(s)
Connected first input: IAC Driver Bus 1
controller id: 61, value: 63
controller id: 61, value: 60
controller id: 57, value: 63
controller id: 57, value: 60
Uncaught ReferenceError: regeneratorRuntime is not defined
at bundle.js:10051
at new Player (bundle.js:10108)
at Socket.<anonymous> (bundle.js:6732)
at Socket.Emitter.emit (bundle.js:3502)
at Socket.onevent (bundle.js:6429)
at Socket.onpacket (bundle.js:6387)
at Manager.<anonymous> (bundle.js:6636)
at Manager.Emitter.emit (bundle.js:3502)
at Manager.ondecoded (bundle.js:5513)
at Decoder.<anonymous> (bundle.js:6636)
To reproduce the issue: load any shader from the local server (Veda 2.4.0).
× utils » convertPathForServer
√ config » createRc returns DEFAULT_RC by default
√ config » setFileSettings changes Config
√ config » setProjectSettings changes Config
√ config » setGlobalSettings changes Config
√ config » setFileSettings > setProjectSettings > setGlobalSettings
√ config » setFileSettings returns diffs and newConfig
√ config » rc and soundRc is isolated
√ config » setFileSettingsByString works the same as setFileSettings
√ config » setSoundSettingsByString works the same as setSoundSettings
1 test failed
utils » convertPathForServer
C:\Projects\veda\test\utils.js:8
7: t.is(convertPathForServer('/foo/bar', 3000, 'baz'), 'http://localhost:3000/link/baz');
> 8: t.is(convertPathForServer('/foo/bar', 3000, 'baz/qux'), 'http://localhost:3000/link/baz/qux');
9: t.is(convertPathForServer('/foo/bar', 3000, 'baz/././qux/'), 'http://localhost:3000/link/baz/qux');
Difference:
- 'http://localhost:3000/link/baz\\qux'
+ 'http://localhost:3000/link/baz/qux'
apm install vedajs
Installing vedajs to /Users/benjamin/.atom/packages ✗
Request for package information failed: Not Found
I want to connect with tidalcycles and veda now.It was already realized in MacOS and win32.(See this link https://youtu.be/kjC2QEZQa_Y)
But this sorce code didn't work well in my computer environment.
My computer environment is win64 ver 10.
If you know the solution,please give me some comment.
for GPGPU computation, such as particles, we need float textures for high accuracy.
In current implementation we can't compute particles... https://twitter.com/amagitakayosi/status/948593092000587776
イケイケなプラグインありがとうございます!!
I'm having trouble running the plugin on Windows.
I've added glsllangValidator.exe to the PATH environment variable and it seems to be ok with finding the binary. I'm not sure where the problem might be, so if you have any ideas it would be much appreciated.
Here are my packages:
Community Packages (36) C:\Users\rikuo\.atom\packages
├── [email protected]
├── [email protected]
├── [email protected]
├── [email protected]
├── [email protected]
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Here is the shader file
precision highp float;
uniform vec2 resolution;
uniform float time;
float lengthN(vec3 v, float p)
{
vec3 tmp = pow(abs(v), vec3(p));
return pow(tmp.x+tmp.y+tmp.z, 1.0/p);
}
vec3 replicate(vec3 p){
return mod(p, 8.0) - 4.;
}
float distanceFunction(vec3 p)
{
vec3 t = vec3(1.);
p = replicate(p);
vec2 q = vec2(length(p.xz)-t.x,p.y);
return length(q)-t.y;
}
vec3 getNormal(vec3 p){
const float d = 0.0001;
return normalize(vec3(
distanceFunction(p+vec3(d,0.,0.)) - distanceFunction(p+vec3(-d,0.,0.)),
distanceFunction(p+vec3(0.,d,0.)) - distanceFunction(p+vec3(0.,-d,0.)),
distanceFunction(p+vec3(0.,0.,d)) - distanceFunction(p+vec3(0.,0.,-d))
));
}
void main() {
//画面の座標系を左下(-x/y, -1)→右上(x/y, 1)、中心(0,0)に変換する
vec2 pos = (gl_FragCoord.xy * 2.0 - resolution) / resolution.y;
//カメラ位置や向きを指定する
vec3 camPos = vec3(0.0, 0.0, 3.0);
vec3 camDir = vec3(0.0, 0.0, -1.0);
vec3 camUp = vec3(0.0, 1.0, 0.0);
vec3 camSide = cross(camDir, camUp);
float focus = 1.8;
//画面のピクセルに応じてRayを放つ
vec3 rayDir = normalize(camSide*pos.x + camUp*pos.y + camDir*focus);
float t = 0.0,
d;
vec3 posOnRay = camPos;
for(int i=0; i<64; i++)
{
d = distanceFunction(posOnRay);
t += d;
posOnRay = camPos + t*rayDir;
}
vec3 normal = getNormal(posOnRay);
if(abs(d) < 0.001)
{
gl_FragColor = vec4(normal, 1.);
}else
{
gl_FragColor = vec4(0.0);
}
}
This is a fragment shader gist with the issue (VEDA 2.4.1). Atom editor freezes while compiling it. The exact same shader runs nicely in The Book of Shaders editor and on ShaderToy (links contain the code).
A newer version of this shader does run in VEDA.
reported in #57
Well I tried several installation following your instruction but nothing happen here.
I`m on El Capitan 10.11.6, glslang 3.0 is installed and I try to run glsl-livecoder with Atom 1.20. I have also the linter packages dependency but nothing happens when I open your examples and try to load and watch the shaders wether I toggle glsl-livecoder or not.
Did I miss something?
REALLY hooked on #VEDAVJ here! Congratulations for the great project!
Is there a way to receive MIDI Control Change CC messages (from MIDI controllers with knobs and faders)?
tested on: Atom 1.20; glsl-livecoder 0.9.4 and 0.10.0; linux and windows
I tried to code some vertex shader and got only black (also tried with example).
0.8.1 works 😄
from v2.3.0, VEDA started to support sound shaders:
https://twitter.com/amagitakayosi/status/949875869681516544
loadSoundShader()
to vedajs
alt-enter
runs twiceTo see what happens to your code in Node.js 10, Greenkeeper has created a branch with the following changes:
.travis.yml
If you’re interested in upgrading this repo to Node.js 10, you can open a PR with these changes. Please note that this issue is just intended as a friendly reminder and the PR as a possible starting point for getting your code running on Node.js 10.
Greenkeeper has checked the engines
key in any package.json
file, the .nvmrc
file, and the .travis.yml
file, if present.
engines
was only updated if it defined a single version, not a range..nvmrc
was updated to Node.js 10.travis.yml
was only changed if there was a root-level node_js
that didn’t already include Node.js 10, such as node
or lts/*
. In this case, the new version was appended to the list. We didn’t touch job or matrix configurations because these tend to be quite specific and complex, and it’s difficult to infer what the intentions were.For many simpler .travis.yml
configurations, this PR should suffice as-is, but depending on what you’re doing it may require additional work or may not be applicable at all. We’re also aware that you may have good reasons to not update to Node.js 10, which is why this was sent as an issue and not a pull request. Feel free to delete it without comment, I’m a humble robot and won’t feel rejected 🤖
There is a collection of frequently asked questions. If those don’t help, you can always ask the humans behind Greenkeeper.
Your Greenkeeper Bot 🌴
The name .liverc
come from glsl-livecoder
, but it's renamed to VEDA.
We should use .vedarc
by default and replace the names in README.
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