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Jakub Hlusička Limeth Czech Republic https://keybase.io/limeth Λιμετη

Limeth/euclider 141

A higher dimensional raytracing prototype with non-euclidean-like features

Limeth/ethaddrgen 75

Custom Ethereum vanity address generator made in Rust

Limeth/hestenes 16

Geometric algebra library for Rust

Limeth/jellyfish 5

Terminal colors inspired by Jellybeans Vim palette

Limeth/FILDReminder 3

An android application to help you reach lucidity in dreams.

Limeth/ip-api-rust 3

An API for http://ip-api.com/ written in the Rust language.

Limeth/CustomItemLibrary 2

Create custom items with client-side resource packs and server-side behavior!

Limeth/dvsynth 2

Digital Video Synthesizer

Limeth/aseprite-iso-scripts 1

Aseprite scripts for creating isometric tiles

Limeth/Breakpoint 1

This is the first ever Minecraft mini-game I (Limeth) made.

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Use petgraph to represent the execution graph, add an initial implementation of node rendering

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Update README.md

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Digital Video Synthesizer

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Fix typo in `Row`'s and `Column`'s `hash_layout`
+2 -1

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Fix typo in Row's and Column's hash_layout

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A cross-platform GUI library for Rust, inspired by Elm

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pull request commentgfx-rs/gfx

WIP: Feature multiview

I would like to, but I've been hesitant because there's some kind of UB making it crash on the example, and I couldn't figure out what it was caused by.

Limeth

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issue openedjoelgraff/obs-deluxe-countdown

Formatting does not work properly

Hello, I ran into an issue while using your plugin. On Windows and OBS 25.0.4, it seems that only the first letter is replaced by a value; e.g.: HH:MM:SS is replaced by 01H:MM:SS

created time in 2 months

pull request commentgfx-rs/gfx

WIP: Feature multiview

@P-ignatovich Please see the suggested changes I approved previously: https://github.com/gfx-rs/gfx/pull/3323/commits/2bfbd4d4efaa4bc127e8392f679cf51cfc2e2c43

Limeth

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issue commentLimeth/obs-shaderfilter-plus

A guide for rewriting Shadertoy shaders

This plugin currently does not let you combine multiple sources, though I would definitely like to see this functionality added in the future. I assume it would not be facilitated using "Effect Filters", but rather a new source that combines other sources. The OBS documentation regarding this seems very scarce, however, so I have not made much progress on that front.

MarioMey

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issue commentLimeth/obs-shaderfilter-plus

Help...?

Hello, thank you for the question! I think that it would be helpful to create a wiki page comparing shadertoy and OBS ShaderFilter Plus shaders and about how to adapt the shaders.

In your particular example, the uniforms would have to be renamed according to the README and

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution.xy;

would be replaced with

float4 render(float2 st) {

or

vec4 render(vec2 st) {

depending whether you use DirectX or OpenGL, respectively.

MarioMey

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pull request commentgfx-rs/gfx

WIP: Feature multiview

The @monocodus bot seems to have been recommending odd style changes, such as incorrect indentation, so I did not apply their suggestions this time. I have tried creating a Multiview example derived from the quad example, but I got stuck when implementing the synchronization logic, as I do not feel confident in my understanding of it and how it is structured in gfx.

Limeth

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Jakub Hlusička

commit sha ce44c9f230e05dac0754e687f9c97838c64aeea3

WIP: Begin work on a Multiview example

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Pull request review commentgfx-rs/gfx

WIP: Feature multiview

 impl queue::QueueFamily for QueueFamily {     } } +pub struct PhysicalDeviceMultiviewProperties {+    pub max_multiview_view_count: u32,+    pub max_multiview_instance_index: u32,+}++impl From<vk::PhysicalDeviceMultiviewProperties> for PhysicalDeviceMultiviewProperties {+    fn from(other: vk::PhysicalDeviceMultiviewProperties) -> Self {+        PhysicalDeviceMultiviewProperties {+            max_multiview_view_count: other.max_multiview_view_count,+            max_multiview_instance_index: other.max_multiview_instance_index,+        }+    }+}++pub struct PhysicalDeviceProperties {+    properties: vk::PhysicalDeviceProperties,+    multiview: Option<PhysicalDeviceMultiviewProperties>,+}++impl PhysicalDeviceProperties {+    pub fn load(instance: &Instance, device: &vk::PhysicalDevice, extensions: &[vk::ExtensionProperties]) -> Self {+        fn supports_extension(extensions: &[vk::ExtensionProperties], extension: &CStr) -> bool {+            extensions.iter()+                .any(|ep| unsafe { CStr::from_ptr(ep.extension_name.as_ptr()) } == extension)+        }++        if let Some(ref get_device_properties) = instance.raw.get_physical_device_properties {+            let mut properties2_builder = vk::PhysicalDeviceProperties2KHR::builder()+                .properties(vk::PhysicalDeviceProperties::builder().build());+            let mut multiview = None;++            // Add extension infos to the p_next chain+            if supports_extension(extensions, *KHR_MULTIVIEW) {

This check is performed only once during the initialization of PhysicalDevices, I have now replaced the same check within PhysicalDevice::features(): https://github.com/gfx-rs/gfx/pull/3323/files#diff-44198a1b71ecb41e695db8b6967cd689R1028

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Apply suggestions

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Pull request review commentgfx-rs/gfx

WIP: Feature multiview

 impl queue::QueueFamily for QueueFamily {     } } +pub struct PhysicalDeviceMultiviewProperties {+    pub max_multiview_view_count: u32,+    pub max_multiview_instance_index: u32,+}

Substitute to vk::PhysicalDeviceMultiviewProperties without any pointers that would prevent PhysicalDeviceProperties below from being Sync.

Limeth

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Jakub Hlusička

commit sha 2bfbd4d4efaa4bc127e8392f679cf51cfc2e2c43

Apply suggestions from code review Co-authored-by: monocodus[bot] <49363530+monocodus[bot]@users.noreply.github.com>

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PR opened gfx-rs/gfx

WIP: Feature multiview

Once finished, Fixes #3303. Hopefully the API usage is correct. An example demonstrating the Multiview feature would be desirable. Feedback is appreciated.

PR checklist:

  • [x] make succeeds (on *nix)
  • [ ] make reftests succeeds
  • [ ] tested examples with the following backends:
  • [ ] rustfmt run on changed code
+191 -47

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commit sha 99e6df7c52cda40cea3148dccc0bea319ab2b2a9

Ensure all backends compile

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create barnchLimeth/gfx

branch : feature-multiview

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fork Limeth/gfx

A low-overhead Vulkan-like GPU API for Rust.

http://gfx-rs.github.io/

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issue closedLimeth/obs-shaderfilter-plus

UVs with stacked shaders

I have been trying out shaderfilter-plus for a few days now (and it's great !) and I stumbled upon a behavior that I'm not sure if it's a bug or by design.

I'm trying to build generic effects that I can re-use over different sources in OBS and also to make the shaders easier to manage and maintain. So I built a first shader that applies an animated gradient by manipulating the UV coordinates. Then I added a second shader to perform another kind of gradient/UV based animation.

Current behavior: When shaders are stacked, it seems the second shader inherit the UVs from the previous one (or something alike).

Expected behavior: When shaders are stacked, the given uv variable at the entry or render() should give the same values with or without stacked shaders.

  • Shaderfilter-plus version : 0.1.3
  • OBS Version : 25.0.8-1
  • OS : Linux, Manjaro
  • GPU : AMD Radeon RX 5600 XT
  • Drivers/Versions : NAVI10, DRM 3.36.0, 5.6.16-1-MANJARO, LLVM 10.0.0, Mesa 20.1.3

The current behavior prevent the creation of effects based on multiple pass (like separable/box blurs) and make other effects difficult to build if you have to take into account previous shaders.

Demo of the behavior


Simple Shader code to replicate that behavior:

Shader 1

float4 render(float2 uv)
{
	vec4 Result = image.Sample(builtin_texture_sampler, uv);
	float Mask = fract( uv.x + builtin_elapsed_time * 2.0 );
	Mask = abs( Mask * 2.0 - 1.0 );

	Result.rgb *= Mask;
	return Result;
}

Shader 2

float4 render(float2 uv)
{
	return vec4( uv.x, uv.y, 0.0, 1.0 );
}

closed time in 3 months

Froyok

issue commentLimeth/obs-shaderfilter-plus

UVs with stacked shaders

Glad to hear that, if you run into any other problems, feel free to make another issue. :)

Froyok

comment created time in 3 months

issue commentLimeth/obs-shaderfilter-plus

UVs with stacked shaders

Hello, can you please describe the behavior that you would expect? I'm not sure I understand the issue. Preceding shaders do not let you change the UV coordinates for the following shaders. The current behavior as shown in the demo seems correct to me.

Froyok

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