rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.

master
Zed A. Shaw 1 day ago
parent 1ab5fa4291
commit dac9b1b3de
  1. 6
      assets/shaders/flame_trash.frag
  2. 4
      assets/shaders/lightning_attack.frag

@ -1,8 +1,10 @@
#version 120
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform float u_time; uniform float u_time;
uniform sampler2D source; uniform sampler2D source;
uniform float u_mouse; uniform float u_mouse;
uniform float value = 0.2; uniform float value = 0.2;
uniform int octaves=8;
float random (in vec2 st) { float random (in vec2 st) {
return fract(sin(dot(st.xy, return fract(sin(dot(st.xy,
@ -26,7 +28,7 @@ float noise(in vec2 st) {
(d - b) * u.x * u.y; (d - b) * u.x * u.y;
} }
float fbm(in vec2 st, int octaves=8) { float fbm(in vec2 st) {
float v = 0.0; float v = 0.0;
float a = 0.5; float a = 0.5;
vec2 shift = vec2(100.0); vec2 shift = vec2(100.0);
@ -47,7 +49,7 @@ void main() {
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
float speed = u_time * 10.0; float speed = u_time * 10.0;
float value = cos(u_time) * cos(u_time); float value = 0.8; // cos(u_time) * cos(u_time);
vec2 q = vec2(0.0); vec2 q = vec2(0.0);
q.x = fbm(st + 0.00 * speed); q.x = fbm(st + 0.00 * speed);

@ -1,8 +1,10 @@
#version 120
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform float u_time; uniform float u_time;
uniform sampler2D source; uniform sampler2D source;
uniform float u_mouse; uniform float u_mouse;
uniform float value = 0.2; uniform float value = 0.2;
uniform int octaves=8;
float random (in vec2 st) { float random (in vec2 st) {
return fract(sin(dot(st.xy, return fract(sin(dot(st.xy,
@ -26,7 +28,7 @@ float noise(in vec2 st) {
(d - b) * u.x * u.y; (d - b) * u.x * u.y;
} }
float fbm(in vec2 st, int octaves=8) { float fbm(in vec2 st) {
float v = 0.0; float v = 0.0;
float a = 0.5; float a = 0.5;
vec2 shift = vec2(100.0); vec2 shift = vec2(100.0);

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