Hi, i want this shader to get working on my desktop PC but had no success.
#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 = time40.0;
float d,e,f,g=1.0/40.0,h,i,r,q;
e=400.0(p.x0.5+0.5);
f=400.0(p.y0.5+0.5);
i=200.0+sin(eg+a/150.0)20.0;
d=200.0+cos(fg/2.0)18.0+cos(eg)7.0;
r=sqrt(pow(i-e,2.0)+pow(d-f,2.0));
q=f/r;
e=(rcos(q))-a/2.0;f=(rsin(q))-a/2.0;
d=sin(eg)176.0+sin(eg)164.0+r;
h=((f+d)+a/2.0)g;
i=cos(h+rp.x/1.3)(e+e+a)+cos(qg6.0)(r+h/3.0);
h=sin(fg)144.0-sin(eg)212.0p.x;
h=(h+(f-e)q+sin(r-(a+h)/7.0)10.0+i/4.0)g;
i+=cos(h2.3sin(a/350.0-q))184.0sin(q-(r4.3+a/12.0)g)+tan(rg+h)184.0cos(rg+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(dd8.0)0.52;
f=(sin(ag)+1.0)/2.0;
gl_FragColor=vec4(vec3(fi/1.6,i/2.0+d/13.0,i)dp.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)d(1.0-p.x),1.0);
}
For my shader class i need an vertex- and fragment shader. so i used this vertexshader:
void main(void)
{
gl_Position = ftransform();
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
The function for rendering is like
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);
}
Any idea why this gives me an black rectangle?