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  1. Hi all, I'm pretty new to shaders, so this question may be a complete lack of understanding and if so, feel free to let me know. I'm trying to use a shader to pixelate a part of a specific image by passing in a normalized x/y coordinate, height, and width and using a conditional in the shader to determine whether or not to pixelate. This isn't the ideal solution as conditionals in shaders aren't great, but I wanted a really simple demo. The problem I'm having now is the normalized coordinates I'm passing in aren't relative to the sprite, but seem tied to the window size (world space?
  2. Hi all, i've been messing with something for a couple days. I'm passing in a transparent blurred PNG to a shader, as well as a solid PNG background, and running it through a grayscale shader. If I simply display the pixels of the blurred PNG, it is output on top of the solid background as expected. The grayscale part of the shader works fine. However, the grayscale portion of the photo has a harsh transition to the background. It doesn't fade nicely and follow the alpha of the blurred PNG, like a blendMode would. I realize they are different things, but I feel like I am missing somet
  3. I have a `PIXI.Container()` I apply a shader/filter to using `container.filters = [filter]`. Documentations says, to remove a filter, just set `container.filters = null`. This works, but it's kind of a hard cut, when the image/sprite inside of the container is still visible, hence my question: Can I remove a filter with a kind of fade/transition?
  4. I'm picking up an older project again, and moving it to the current version of BJS. This is a pain, though, because I'd been extending the StandardMaterial shader within a copy of the BJS framework itself. The project made extensive use of noise and shape functions to simulate textures within the GPU by altering the diffuse, specular and normal values of the StandardMaterial, based on a flag hacked into the framework. The advantage of this method vs. ShaderMaterial was getting unlimited resolution textures at no bandwidth cost without having to reimplement all the goodies in the StandardM
  5. So I figured with a few people making some cool shaders now and the purposed improvements to the CYOS. I figured we should have a thread for shader development to showcase what people are making and talk about different methods and concepts. To kick things off I figured id post a procedural skymap... this is a cleaned up version of the first on I posted last night and is based off a standard box element. I have not tested it in scene yet but the CYOS output is promising. Ill be looking to add volumetric weather here soon and will be making the suns position dependent on a light on the sc
  6. Hi, I'm trying to implement the pixi-v4 filters in phaser 2 (CE Version). I'm especially interested in this one: https://github.com/pixijs/pixi-filters/tree/master/filters/zoom-blur I've noticed this example (http://phaser.io/examples/v2/filters/pixi-filter) in phaser 2 is outdated/not working (link to pixi filter is wrong). Even when i fix the link (e.g. https://github.com/photonstorm/phaser/blob/v2.6.2/filters/pixi/RGBSplitFilter.js) the filter gives an error because pixi is not included. So I'm wondering what is the right method to do it. I guess the main q
  7. Hi, I wold like to implements one effect that I found in codepen: this is the link of the effects: codepen My question is : Is there one way to implements it in pixi.js. I'm new with this framwork, i tried to search somethink on google but I don't found nothink. Thanks in advanced
  8. Hi guys, I'm new here on the forum as you can see my first post. I'm curious to know is there any good sourced tutorial for V4 Shader Implementation? I have looked but find old tutorials and from what I see its changed in v4. I've got down all the other stuff for PixiJS and I love it, but the shaders implementation for V4 has me a bit lost lol. What would be great is a demo of the the V2 or V3 shader that came packaged working in V4. Or maybe a shadertoy.com version. I'm looking to implement it using the JavaScript Tag encapsulated. Maybe I've overlooked info somewhere?
  9. Hello, Is there a guide or some documentation on how to convert shaders from ThreeJS or shadertoy? I see that each one uses different uniforms and it a bit confusing. For example I wanted to convert this shader from shadertoy: https://www.shadertoy.com/view/lsK3Dm I added the code to CYOS on the fragment shader box but got many errors mostly due to the lack of uniforms that shadertoy uses by default. It would be nice if a list of equivalents existed that would make the convertion easier from one tool to another since all use GLSL And this is the ThreeJS example th
  10. Hi, this is my first time using shaders and the new filters in pixi v4, so please bare with me First of all I'm a bit confused by the term (custom) filter.. Is that the same as the user of a shader? I assume it is. Second I tried using this example. I got it to work in pixi 3.x but somehow I can't figure out what i'm doing wrong in v4. no error messages, just a black canvas. My goal is to create custom button hovers with PIXI, using shaders, etc. I tried 2 different ways but... alas, same black canvas HTML: <a href="#" class="btn btn-one"> <canvas></c
  11. Hey All, Can I use any GLSL fragment or vertex shader (including 3d raymarching stuff) as a texture in Babylonjs including animated ones? I've done some google searches and I know you can use some, but what are the limitations? For example could I put any animated texture from GLSL Sandbox http://glslsandbox.com/ onto a Babylon.js plane mesh? Do I need to put the uniform variables in the render loop for animation to work? Super hoping the answer is yes, but any and all info will be helpful?
  12. I am new to Babylon and I have some knowledge about unity shaders but I am not sure how can I create shaders for Babylon, can any one suggest me any tool or any link which can help me to design or create some beautiful Shaders for Babylon. as BabylonJs Object's material, as we have shader forge available for unity, can any one suggest me a tool for WebGL shader create tool? that will be your good help for me, I am getting frustrated and need extream help from Babylonjs Community.
  13. Hi! I started a blog with tutorials about PlayCanvas and WebGL development. This is one of the first tutorials, on how to use shaders to mask and animate textures in real time. Let me know if you find this useful! http://pirron.one/playingincanvas/texture-masks-using-shader You can follow this tutorials on twitter as well: https://twitter.com/playingincanvas
  14. Good evening, I was watching the tutorials and I was curious what can be done with the shaders, I managed to do some things, however now I have a lot of questions, 1. What is the difference between using BABYLON.Effect.ShadersStore, BABYLON.PostProcess, and BABYLON.ShaderMaterial ? 2. how can apply 2 effects to the same object.? for example I am trying to make a 360 degree view with the wave effect that is in http://cyos.babylonjs.com/ here is my test code Basic Html <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/htm
  15. Hi guys, After some previous attempts to solve some problems in our project, we saw that we were not getting anywhere so we decided that we needed a professional help. This is the offer we published on the Upwork platform, so if anyone is seriously interested in completing the job, please contact us. This is the text of the offer: _______________________________________________________________________________________________________________________________ Representation of a snow-covered mountain scene in Babylon.js Engine The task consists of representing a snow-covered mountai
  16. So, I'm trying to convert a shader from shadertoy, I'm close but still can't get it working. Also in my actual scene it doesn't seem to be working at all, but it's hard to tell if it's related to the issue I am having w conversion, since I need to rotate the sphere to get it to show up to begin with. Shader is here: (it appears blank at first, but if you rotate it youll start to see the fire. The actual effect I am going for you will see only if you rotate it just right so that you see the fire starting with the white in the middle, and it filling up the sphere). http://cyos.babylonjs.com
  17. i have one shader which is working fine with Unity Engine, now i want the same into BabylonJs Engine's Application so can any one suggested me the Tool which will help me to resolve this. i am new to shader and its implementation. i can not write shaders as frequently available in Unity so i highly require a tool which can convert that shader into javascript WebGL code.
  18. I recently started experimenting with Filters (shaders) and while it runs well when using a single filter on the world, applying a filter to my sprites seems to be killing performance. Even a simple filter that does nothing but output the color set on just 50 sprites is dropping my framerate from 50 to 18, even when sprites are offscreen. Is that to be expected? It makes filters virtually unusable unless very sparingly.
  19. Dear Babylon JS community, we as a company have decided, that we want to use Babylon JS for a larger project. For this we have specific requirements for what the shaders have to be able to do. I will first state the problem I am trying to solve and then give the context, for possible alternative solutions. PROBLEMS: For our more complex shader computations we want to integrate shadows from at least one shadow-generator in a custom shader. For reasons of confidentiality I can not submit our current project code, that is why I created this test playground: http://www.babylonjs
  20. Hi everybody ! While I was writing my latest shader, I juste came up with annoying errors like this one : Guess what ? No, my typo is NOT at line 85. And I wondered why we couldn't have the real source code. The one after conversion, addition of defines and insertion of includes. Therefore the one where the typo actually IS at line 85. I know that getVertexShaderSource() function exists but it doesn't work without a successfully compiled program (and on success, no need of debugging). Guess what ? It's easy to get ! http://www.babylonjs-playground.com/#YX38N7#3 (Open your
  21. When I try using shaders with textures I end up with WARNING: there is no texture bound to the unit 0 Sometimes I get so many it just stops 'cos there are too many webGL errors. http://www.babylonjs-playground.com/#TRNYD#16 I think the texture is not fully loaded when its being accessed.
  22. We use material.effect.setFloat and setTexture so on an so forth... Is there a way to GET a rule from a shader... Unless i am just stupid and don't see it, again How do or can we event getFloat on a value that we can calculate in the shader... or even some present GLSL output property we can read ???
  23. What are all the babylon possible shader attributes and uniforms: // Attributes attribute vec3 position; attribute vec3 normal; attribute vec2 uv; // Uniforms uniform mat4 worldViewProjection; i assume they will all be equiv to some webgl attribute (if you had to do in strait webgl). So i assume: position = gl_Vertex -> To vec3 normal = gl_Normal -> To vec3 uv = gl_MultiTexCoord0 - To vec2 and worldViewProjection = gl_ProjectionMatrix * gl_ModelViewMatrix and so on... What are all the other possible attributes and uniforms, and most impor
  24. Hi, I noticed that Babylon's implementation of VR camera rig is such that it calculates distortion correction inside of fragment shader. Since the calculations are done per pixel, it results in a steep performance drop, especially on high-density screens, which renders the rig unusable for any mobile phone. On a simplest of scenes, I get only 30fps on Google Pixel. I wonder why this particular method has been chosen over, say, displaying the rendered texture on a dense plane (20x20) and then performing all calculations by vertex of that plane. With this method we would be performing
  25. Hi everyone ! Being a newbie to a lot of things dev-wise, I only have the 'creative' approach, then learn what I can about how to do it, but some things are obviously out of my reach so far ... But I keep learning little bits by little bits, and hopefully someday I'll be able to contribute more deeply ! I have understood that Shaders can be powerful, and ran across that awesome site that some of you know : shadertoy.com. It has lots of amazing examples like those : Fog example : https://www.shadertoy.com/view/Msf3zX Clouds example : https://www.shadertoy.com/view/XslGRr So my
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