It features the source code and it's completely implemented as a fragment-shader that draws upon a single quad. This seems to be the trend among the latest 1 and 4kb demos to do everything in shaders.
So it was easy to just draw a RenderSprite and copy-paste the shader into ZGE. It's fun to study the fragment source to learn how to make cool shader tricks. Even if the zge-version becomes 28 times larger than the original
I suppose this is another ATI-related error. Log reads -
-Loading etc.
#Fragment Shader compiled OK
+GL ERROR 1282
#Error when linking shader program
#Error when linking shader program
#Shader variable error:Time
and I get a slow, big white square in preview and .exe
This may be another clue : When I re-open with the program pre-loaded, the GL error line doesn't appear but the result is the same. Then I open the program and it does.
Wow I'll say that is cool! Does anyone have any explinations of how this is working,. is it actualy tracing rays for each pixel? Also, I know he was specificly working it to be a fullscreen render,. however how would we modify this to keep it on the sprite at any size on the screen,. currently if you resize the window or sprite the area of vision is limited/moved,. sotra like cutting a hologram eh,. . neet.
Just pass the projection data from the vertex shader .. attached is a build that comes pretty close. By the way, I'm sure the creator made every decision purely with filesize in mind, but it's not very convenient to normalize the complete orientation matrix when it is dependent on fragment coordinates ( which means that when you use a different screen ratio then intended the camera actually is oriented differently ).
The way it works at its core is that for each pixel the distance to both the procedural cave and ribbon object is calculated ( the o function ) of which the closest is used ( and uses some fancy / simple raytracing to get the final color ).
I've updated the zgeproj-file in the first post to include a version of the shader that's easier to read with comment from the original source. Also I changed the w-variable so maybe this new version works for you yoffset.
#Vertex Shader compiled OK
+GL ERROR 1282
#Fragment Shader compiled OK
#Error when linking shader program
#Error when linking shader program
#Shader variable error:w
Might get tricky finding out the culprit .. could you try to decrease the number of ray-trace passes? Perhaps your driver unrolls loops and exceeds a limitation of the card somehow. Lower 64 to for instance 8 in the two instances of ..
Thanks Ville the coments will help,. Just want to see what I can learn from this as it is very cool,. there is a lot of shader code on the blog as well,. some may be usefull to me, so a good find indeed. Although the focus is on geometry shaders and my card does only 2.0 not 3.0 level stuff. Humm, I got a bit of cash from an honorarium from doing that arcade machine project,. perhaps I should invest some in another graphics card? Does anyone know what is cool, does ps3.0 and is resonable cost??