shadertoy 音频可视化 网站导入 #357
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或者有没有导入的功能是我没发现的
改好的 glsl 文件直接放到 com.gpbeta.widget.advp-style/Shaders 文件夹就行,不用改任何 JSON记错了,没经验的话最好直接改现有的 glsl 文件,把 shadertoy 上的代码替换上去,还有打开
首选项-开发者选项-显示日志窗口大多数问题都可以从日志信息找到。我以为复制粘贴就好了,但是目录还是没显示,是不是还是挺麻烦的哦,要是你有空做个流程截图就好了
你需要改 com.gpbeta.widget.advp-style/Shaders 中已有的你不需要的 glsl 着色器而不是新建文件。
我只找到这两个文件夹的Shaders,然后我吧网页的代码复制到已有的着色器里,可以导入了,但是会有一堆显示未定义精度浮动什么的。。然后右边的glsl 文件我不知道怎么下手也没动。。是不是要会代码才能改哦
[W]2024/01/20 04:53:05 default> QOpenGLShader::compile(Fragment): ERROR: 0:6: '' : No precision specified for (float)
ERROR: 0:6: '' : No precision specified for (float)
ERROR: 0:7: '' : No precision specified for (float)
ERROR: 0:9: '' : No precision specified for (float)
ERROR: 0:13: '' : No precision specified for (float)
ERROR: 0:14: '' : No precision specified for (float)
ERROR: 0:16: 'iTime' : undeclared identifier
ERROR: 0:16: 'iTime' : undeclared identifier
ERROR: 0:16: 'iTime' : undeclared identifier
ERROR: 0:21: '' : No precision specified for (float)
ERROR: 0:21: 'iResolution' : undeclared identifier
ERROR: 0:21: 'xy' : field selection requires structure or vector on left hand side
ERROR: 0:21: 'iResolution' : undeclared identifier
ERROR: 0:21: 'x' : field selection requires structure or vector on left hand side
ERROR: 0:21: 'iResolution' : undeclared identifier
ERROR: 0:21: 'y' : field selection requires structure or vector on left hand side
ERROR: 0:22: '' : No precision specified for (float)
ERROR: 0:25: '' : No precision specified for (float)
ERROR: 0:26: '' : No precision specified for (float)
ERROR: 0:27: '' : No precision specified for (float)
ERROR: 0:28: 'iTime' : undeclared identifier
ERROR: 0:29: 'iTime' : undeclared identifier
ERROR: 0:39: 'iTime' : undeclared identifier
ERROR: 0:40: '' : No precision specified for (float)
ERROR: 0:41: '' : No precision specified for (float)
ERROR: 0:42: 'iTime' : undeclared identifier
ERROR: 0:49: 'iTime' : undeclared identifier
[W]2024/01/20 04:53:05 default> *** Problematic Fragment shader source code ***
#ifdef GL_KHR_blend_equation_advanced
#extension GL_ARB_fragment_coord_conventions : enable
#extension GL_KHR_blend_equation_advanced : enable
#endif
#line 1
// Glow Lights 0.4.230821 by QuantumSuper
// 2.5d arrangement of lights & particles circling an invisible sphere
#define PI 3.14159265359
mat2 rotM(float r){float c = cos(r), s = sin(r); return mat2(c,s,-s,c);} //2D rotation matrix
float hash21(vec2 p){p = fract(pvec2(13.81,741.76)); p += dot(p, p+42.23); return fract(p.xp.y);} //pseudorandom generator, cf. The Art of Code on youtu.be/rvDo9LvfoVE
float particle(vec2 p){ //single particle shape
return smoothstep( .1, .0, length(p)) * smoothstep( .1, .06, length(p-vec2(0.,.02)));
}
float particleLayer(vec2 p){ //pseudo-random 2d particle plane
float id = hash21(floor(p));
return smoothstep(0.,1.,id) *
particle((fract(p)-vec2(.5+.4cos(idiTime),.5+.4sin(.8idiTime))) * rotM(id2.PI)/vec2(cos(.5id*iTime),1));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord){
// General initializations
vec2 uv = (2.*fragCoord-iResolution.xy) / max(iResolution.x, iResolution.y); //long edge -1 to 1, square aspect ratio
vec3 col = vec3(0);
}
[W]2024/01/20 04:53:05 default> shader compilation failed:
"ERROR: 0:6: '' : No precision specified for (float)\nERROR: 0:6: '' : No precision specified for (float)\nERROR: 0:7: '' : No precision specified for (float)\nERROR: 0:9: '' : No precision specified for (float)\nERROR: 0:13: '' : No precision specified for (float)\nERROR: 0:14: '' : No precision specified for (float)\nERROR: 0:16: 'iTime' : undeclared identifier\nERROR: 0:16: 'iTime' : undeclared identifier\nERROR: 0:16: 'iTime' : undeclared identifier\nERROR: 0:21: '' : No precision specified for (float)\nERROR: 0:21: 'iResolution' : undeclared identifier\nERROR: 0:21: 'xy' : field selection requires structure or vector on left hand side\nERROR: 0:21: 'iResolution' : undeclared identifier\nERROR: 0:21: 'x' : field selection requires structure or vector on left hand side\nERROR: 0:21: 'iResolution' : undeclared identifier\nERROR: 0:21: 'y' : field selection requires structure or vector on left hand side\nERROR: 0:22: '' : No precision specified for (float)\nERROR: 0:25: '' : No precision specified for (float)\nERROR: 0:26: '' : No precision specified for (float)\nERROR: 0:27: '' : No precision specified for (float)\nERROR: 0:28: 'iTime' : undeclared identifier\nERROR: 0:29: 'iTime' : undeclared identifier\nERROR: 0:39: 'iTime' : undeclared identifier\nERROR: 0:40: '' : No precision specified for (float)\nERROR: 0:41: '' : No precision specified for (float)\nERROR: 0:42: 'iTime' : undeclared identifier\nERROR: 0:49: 'iTime' : undeclared identifier\n"
你随便打开一个已有的 glsl 文件,可以看到
部分可以导入了!但是不能跟音乐动,我试了一些
https://www.shadertoy.com/view/DtsBWH 这一个一开始成功了,第二次我重新复制进去就不行了,奇怪
下面这三个挺帅的但是怎么试都会出错
https://www.shadertoy.com/view/ctKXRm
https://www.shadertoy.com/view/cst3zl
https://www.shadertoy.com/view/XsBXWt
这个是我改好的版本,我把所有
texelFetch( iChannel0, ivec2(n,0), 0 )替换成texture2D( source, vec2(n,0) )还把 89 行
col += .05*step(.95, fft.x)*hash21(vec2(aTime,iTime))*mod(float(iFrame),2.)/abs(length(uv)-fract(aTime+.1)*1.15); //expanding large flash rings注释了,因为不支持
iFrame变量。哇这个能用了!厉害。!
替换代码后这个也能用了,https://www.shadertoy.com/view/cst3zl 但是他动的很微妙只有一点颜色,我在里面乱调数字也没试出来
然后这俩个3D的替换了还是不行
https://www.shadertoy.com/view/ctKXRm
https://www.shadertoy.com/view/XsBXWt 这个3D甚至没有这个参数
texelFetch( iChannel0, ivec2(n,0), 0 )
辛苦你了哥!!!!
cst3zl 有点搞错了,由于采样单位不同,需要替换成
texture2D( source, vec2(n/512,0) )ctKXRm 这个就算了,我核显卡得不行。
XsBXWt 由于 ADVP 没有提供振幅数据,所以波形部分是无效的。
附件是修改后的两个着色器。
哥你太猛了!感谢。等我发财了给你充电!