hunts

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About hunts

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  1. @Wingnut you came by to Canada. ..where did you stopped at? I stay in toronto
  2. Hy guys my first post here: Is it possible in threejs to start a rigged model animation with a function like playAnimation(from frame 1, to frame 4, loop, etc)
  3. patiently waiting for @Deltakosh
  4. @bghgary ohhhh i thought as much, need to be deployed first to finally use it
  5. @bghgary nothing came up, you can check the pg maybe i got something wrong http://www.babylonjs-playground.com/#6MZV8R#13
  6. @bghgary great!!!!!!!!!!!!!!!! You can ping me here when it's fixed
  7. @bghgary still not working: http://www.babylonjs-playground.com/#6MZV8R#13 i checked my console: Failed to load resource: the server responded with a status of 404 (Not Found) babylon.glTFFileLoader.js:2618 Uncaught Error: Not implemented at GLTFLoader._updateBone (babylon.glTFFileLoader.js:2618) at babylon.glTFFileLoader.js:2609 at GLTFLoader._traverseNode (babylon.glTFFileLoader.js:2861) at babylon.glTFFileLoader.js:2609 at babylon.glTFFileLoader.js:3063 at e.callback (babylon.glTFFileLoader.js:3016) at e.notifyObservers (babylon.js:2) at babylon.glTFFileLoader.js:3021 at XMLHttpRequest.e.onreadystatechange (babylon.js:3)
  8. I exported a gltf model from blender but it's not showing, the debuglayer showed that the model is there, i scaled it but it's still not showing: here's a PG http://babylonjs-playground.com/#4PJBW5#1
  9. @NasimiAsl the shader animation is not working as expected on the playground http://www.babylonjs-playground.com/#1OH09K#11
  10. I'm super excited, hope i don't burst
  11. Hy guys! I've this problem of [Varyings with the same name but different type, or statically used varyings in fragment shader are not declared in vertex shader:] in ths console of the shader playground; here's my code Vertex shader: /** * Example Vertex Shader * Sets the position of the vertex by setting gl_Position */ // Set the precision for data types used in this shader precision highp float; precision highp int; // Default THREE.js uniforms available to both fragment and vertex shader uniform mat4 modelMatrix; uniform mat4 worldViewProjection; uniform mat4 world; uniform mat4 viewMatrix; uniform mat3 normalMatrix; ///// // Default uniforms provided by ShaderFrog. uniform vec3 cameraPosition; uniform float time; uniform float v; // Default attributes provided by THREE.js. Attributes are only available in the // vertex shader. You can pass them to the fragment shader using varyings attribute vec3 position; attribute vec3 normal; attribute vec2 uv; attribute vec2 uv2; // Examples of variables passed from vertex to fragment shader varying vec3 vPosition; varying vec3 vNormal; varying vec2 vUv; varying vec2 vUv2; void main() { // To pass variables to the fragment shader, you assign them here in the // main function. Traditionally you name the varying with vAttributeName vNormal = normal; vUv = uv; vUv2 = uv2; vPosition = position; // This sets the position of the vertex in 3d space. The correct math is // provided below to take into account camera and object data. gl_Position = worldViewProjection * world * vec4( vPosition, 1.0 ); } Fragment shader: precision highp float; precision highp int; uniform vec2 resolution; uniform float time; varying vec2 vUv; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; vec3 x3 = x0 - D.yyy; i = mod289(i); vec4 p = permute(permute(permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0)); float n_ = 0.142857142857; vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_); vec4 x = x_ * ns.x + ns.yyyy; vec4 y = y_ * ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); vec4 s0 = floor(b0) * 2.0 + 1.0; vec4 s1 = floor(b1) * 2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; return 42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); } void main() { vec2 div = vec2(10, 10); vec2 uv = vUv.xy / resolution.xy * div.xy; vec3 v = vec3(uv.x + sin(time) * 0.2, uv.y + cos(time) * 0.2, time / 10.0); float noise = snoise(v); vec2 resolution = vec2(1, 1); uv = vUv.xy / resolution.xy * div.xy; vec3 v2 = vec3(uv.x, uv.y, time / 5.0); noise = sin(noise * 3.14 * (sin(time) + snoise(v2) * 2.0) * 0.75); float darkenFactor = 0.2; float darkenValue = darkenFactor; div = vec2(5, 5); uv = vUv.xy / resolution.xy * div.xy; vec3 v3 = vec3(uv.x, uv.y, time / 2.0); darkenValue = darkenValue * snoise(v3); vec3 v4 = vec3(uv.x * 1000.0, uv.y * 1000.0, time); float b = snoise(v4) * 0.1; gl_FragColor = vec4(1.0 - darkenValue + (noise * (darkenValue + 0.2)) - b, noise - b, b, 1.0); } Pinging the shader-lord @NasimiAsl
  12. hi everyone, one question, is it possible to create a texture from an array, i've seen it been used in threejs, i was thinking if it's possible in babylonjs?
  13. @sable how embarassing, i overlooked that
  14. Hy gangs the catmull curve doesn't seem to work: http://www.babylonjs-playground.com/#1PSZDF#35
  15. i get like 10 - 7 fp