Hi, i want this shader to get working on my desktop PC but had no success.
For my shader class i need an vertex- and fragment shader. so i used this vertexshader:#ifdef GL_ES
precision highp float;
#endif
uniform vec2 resolution;
uniform float time;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
float a = time*40.0;
float d,e,f,g=1.0/40.0,h,i,r,q;
e=400.0*(p.x*0.5+0.5);
f=400.0*(p.y*0.5+0.5);
i=200.0+sin(e*g+a/150.0)*20.0;
d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
q=f/r;
e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
d=sin(e*g)*176.0+sin(e*g)*164.0+r;
h=((f+d)+a/2.0)*g;
i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
i=mod(i/5.6,256.0)/64.0;
if(i<0.0) i+=4.0;
if(i>=2.0) i=4.0-i;
d=r/350.0;
d+=sin(d*d*8.0)*0.52;
f=(sin(a*g)+1.0)/2.0;
gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
}
The function for rendering is likevoid main(void)
{
gl_Position = ftransform();
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
Any idea why this gives me an black rectangle?void Draw(Point topLeft, Point bottomRight)
{
counter += 0.01;
if (counter > 360.0)
counter = 0;
int x = bottomRight.X() - topLeft.X();
int y = bottomRight.Y() - topLeft.Y();
glDisable(GL_CULL_FACE);
glColor4ub(rand()%255, rand()%255, rand()%255, 255);
shader.bind();
glUniform2d(shader_resolution, x, y);
glUniform1d(shaderr_time, counter);
glBegin(GL_TRIANGLES);
glVertex3d(topLeft.X(), topLeft.Y(), -10.0);
glVertex3d(topLeft.X(), bottomRight.Y(), -10.0);
glVertex3d(bottomRight.X(), topLeft.Y(), -10.0);
glVertex3d(topLeft.X(), bottomRight.Y(), -10.0);
glVertex3d(bottomRight.X(), bottomRight.Y(), -10.0);
glVertex3d(bottomRight.X(), topLeft.Y(), -10.0);
glEnd();
shader.unbind();
glEnable(GL_CULL_FACE);
}



