Comments (6)
Hi @riccardoscalco, I think I know where the problem originates... what happen if you change the size of the viewport?
Yesterday I detect a bug on GlslCanvas where doesn't render shader with no animation. The lack of u_time or u_mouse usually triggers a flag where the shader is only rendered when something change... and not constantly. I will take a look to that today
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Probably your intuition is correct, this code works as expected:
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
gl_FragColor = vec4(st, 1.0, u_time);
}
There is no hurry on my side, thanks for the effort.
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Hey, just wanted to +1 this and say I'm experiencing the issue too. A quick work around I realized, as you mentioned, is to add u_time somewhere. Doesn't even need to be in code, can be in a comment. So for now I'm just adding it to the top of my shaders like this:
//u_time
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
gl_FragColor = vec4(st, 0.0, 1.0);
}
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Hi! sorry for this regression. I'll work on it
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Ok... I think now is fixed @harryslotwiner @riccardoscalco could you give it a try?
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@patriciogonzalezvivo I confirm, it works. Thanks!
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