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xot

Member Since 08 May 2004
Offline Last Active Apr 19 2016 12:53 PM

Posts I've Made

In Topic: Color-Blindness Simulation

12 February 2016 - 12:17 AM

Thank you very much for doing this comparison. I'll certainly investigate this more.

To anyone else reading this topic, I encourage you to use the Marketplace version of this package. It is free and includes lots of information and additional tools to help you select safe colors.

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https://marketplace....ness-simulation

In Topic: 18000 Posts! I'm Done!

19 January 2016 - 03:33 AM

You sicko.  :GM124:


In Topic: GMC "Fresh Start"? - Your feedback wanted

05 January 2016 - 10:24 PM

Nuke-NukeTheSiteFromOrbitItsTheOnly.jpg

In Topic: [QUESTION] fdfx in GLSL ES

22 October 2015 - 01:18 AM

@xot,
Ah, that makes sense. Still, a bummer. I'll be looking forward to that change. Thanks.


Oh boy, sorry, I typo'd. I meant to say there are NO plans for this change. Maybe one day, though.
 

1. Is there a way to specify which version of the shader language to use with GameMaker's shaders?


I once hacked HLSLCompiler.exe to inject a #define directive into my shaders so the shader could later determine if it was running on a DirectX or OpenGL target. This information is now exposed by GM:Studio.

You might look at playing with the shaders in %APPDATA%\GameMaker-Studio\Shaders. They look like code that the preprocessor/compiler injects at heads of shaders, which would be my point of attack. I don't think those files were exposed at the time I was hacking. As I recall they were hidden inside the compiler which is were I did my modifications.

EDIT:

I messed around with this some more but I can't seem to trick into working.

In Topic: [QUESTION] fdfx in GLSL ES

21 October 2015 - 02:33 AM

P.P.S., I have also attempted to enable GL_OES_standard_derivatives just in case, but I still get compile errors and the console states it is unsupported. Boo.


I asked Russell Kay about this a couple weeks ago because I wanted to use fwidth() which is from the same family of functions and requires the same directive. While it is optionally supported in GLSL ES 1.0, it is not available to GM:Studio because some platforms do not support it, specifically Android devices. There are currently no plans to allow users to bypass this limitation. For now, your only option to get at these functions is use GLSL or HLSL equivalents.

I actually got fwidth() to work with an older version of GM:Studio. When I added a second shader, it no longer compiled. I was unable to duplicate my success later. *shrug*