Limeth/euclider 141
A higher dimensional raytracing prototype with non-euclidean-like features
Custom Ethereum vanity address generator made in Rust
Geometric algebra library for Rust
Terminal colors inspired by Jellybeans Vim palette
An android application to help you reach lucidity in dreams.
An API for http://ip-api.com/ written in the Rust language.
Create custom items with client-side resource packs and server-side behavior!
Digital Video Synthesizer
Aseprite scripts for creating isometric tiles
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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pull request commentgfx-rs/gfx
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.
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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
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pull request commentgfx-rs/gfx
@P-ignatovich Please see the suggested changes I approved previously: https://github.com/gfx-rs/gfx/pull/3323/commits/2bfbd4d4efaa4bc127e8392f679cf51cfc2e2c43
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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.
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issue commentLimeth/obs-shaderfilter-plus
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.
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pull request commentgfx-rs/gfx
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.
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WIP: Begin work on a Multiview example
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Pull request review commentgfx-rs/gfx
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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Pull request review commentgfx-rs/gfx
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.
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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
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]
makesucceeds (on *nix) - [ ]
make reftestssucceeds - [ ] tested examples with the following backends:
- [ ]
rustfmtrun on changed code
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Ensure all backends compile
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issue closedLimeth/obs-shaderfilter-plus
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.
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 );
}
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Froyokissue commentLimeth/obs-shaderfilter-plus
Glad to hear that, if you run into any other problems, feel free to make another issue. :)
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issue commentLimeth/obs-shaderfilter-plus
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.
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