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Pryme8 last won the day on June 28

Pryme8 had the most liked content!


About Pryme8

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    Master Ninja
  • Birthday 04/29/1986

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    Eureka, CA
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    Crushing it

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  1. Pryme8

    Black and White Bump Mapping Got it. *UPDATE* I was off on the final calc in the shader it should be gl_FragColor = vec4(1.0-x, y, 1.0, 1.0); otherwise the white was concave looking instead of convex.
  2. Pryme8

    Explosion scene for a game

    Do we have sub-particle emitters? If so splosions should be ezpz, with a mix of particles and with some good sprite sheets animations on them.
  3. Do we have the ability to do parallax bump mapping with a black and white image not a tangent- normal image?
  4. So this is "solved" The reason for the error that I was experiencing while trying to define a custom varying was that I was referencing an attribute that effectively would never be bound because that data does not exist in the postPass due to there not being geometry and only really being in screenspace coordinates. Which essentially make the positions attribute a vec2 in the postPass and I was trying to bind to the wrong attribute. -> lost of headache over something that honestly does not matter... smh, cause honestly how much more performance am I getting out of using the attribute vs defining it in the main for a single frame being processed.... It was more a matter of principal.
  5. Pryme8

    TYPESCRIPT in Playground

    If you want to add extra steps to your workflow, then by all means use TS. Different strokes for different folks, what ever tickles your pickle, gets your goat, floats your boat.. I could go on... ❤️
  6. Pryme8

    TYPESCRIPT in Playground
  7. I'm impossible to get a hold of these days. I leave my phone at home as to not get distracted by life. Email is the best method brother ^_^.
  8. POWER LEVEL OVER 9000!!!!! @Deltakosh
  9. bet if I add uv to this line it would fix things.... <-actually it would not because there is no uv data to be passed for this. BUTTTTTTT I GOT AN IDEA. 1 second.
  10. I did a version where they were not sharing the same ones and it gave me the same results. Also the post process has a constructor argument for a custom vert shader but I can not seem to get it to work correctly. ^ as demonstrated by this.
  11. Pryme8

    TYPESCRIPT in Playground

    That could be argued... Why learn a wrapper language, when you could be studying es6.
  12. I mean honestly its not important, cause the work around is to just define the nUV var that I want in the main loop or as a define so Im not to pressed. But it would be cool to work out some of this for future/more dynamic problems.
  13. Nope, it was using the nUV vec2 that was declared in the main loop not the varying. Here is my "working" setup which does not allow me to define any varyings And then here is the post Process with a custom vertex defined in it constructor, which seems to break it all I have also tried your above suggestion, with not reusing but that did not fix it as well. Can anyone tell me what #97 is saying in the spector report?
  14. I think this is the culprit. the super defaults to "pass" *EDIT* Nevermind found it: * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")