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  • Aug 13 08:46
    X1nto edited #63
  • Aug 13 08:45
    X1nto opened #63
  • Aug 09 15:38
    staff0rd opened #62
  • Jul 30 19:29
    yasmyn64 opened #61
  • Jul 25 11:21
    marklam commented #28
  • Jun 26 17:11
    Zylann commented #34
  • Jun 24 23:14
    dependabot[bot] labeled #60
  • Jun 24 23:14
    dependabot[bot] opened #60
  • Jun 24 23:14

    dependabot[bot] on npm_and_yarn

    Bump jsdom from 11.12.0 to 16.5… (compare)

  • May 14 20:04
    OneKnightOnly commented #47
  • Apr 17 12:51
    Jazzinghen opened #59
  • Apr 06 15:17
    KokeCacao commented #47
  • Feb 14 01:35

    dependabot[bot] on npm_and_yarn

    (compare)

  • Feb 14 01:35
    dependabot[bot] closed #57
  • Feb 14 01:35
    dependabot[bot] commented #57
  • Feb 14 01:35
    dependabot[bot] labeled #58
  • Feb 14 01:35
    dependabot[bot] opened #58
  • Feb 14 01:35

    dependabot[bot] on npm_and_yarn

    Bump follow-redirects from 1.13… (compare)

  • Feb 05 19:04
    fdesjardins commented #38
  • Feb 05 19:04
    fdesjardins commented #38
-HP
@bokuco_osu_twitter
Hey, i got a problem with my GLSL syntax highliter
it seems like it doesnt recognize .fsh files
stef-levesque
@stef-levesque
There is a bit of a conflict between HLSL and GLSL files
I use the following convention :
.glsl, .frag, .vert, .fp, .vp, .geom files : GLSL syntax
.fx, .hlsl, .vsh, .psh files : HLSL syntax
Although, you can add this to your vscode settings.json to manually associate files with syntaxes:
"files.associations": {"*.fsh":"glsl"}
You can even specify it per project
SSBMTonberry
@SSBMTonberry
Hello
Got a bit of a problem displaying images via shader toy for vscode
void main()
{
vec2 uv = (gl_FragCoord.xy / iResolution.xy);
uv.y += .05 sin(iGlobalTime + uv.x 10.);
uv.x += .05 sin(iGlobalTime + uv.y 10.);
vec4 color = texture2D(iChannel0, uv);
color = color * color;
gl_FragColor = color;
}
stef-levesque
@stef-levesque
Sorry, you have the wrong room :smile:
Looks like a nice extension, though
SSBMTonberry
@SSBMTonberry
Oh, damn
They don't have a room like this :(
Sorry for the disturbance, this extension is wonderawesome :D
stef-levesque
@stef-levesque
You probably can log a issue on his GitHub project
Noah S-C
@Strum355
hey, hope you see this message sometime soon. i was asking if i would be able to work on a seperate fork of your plugin for a specific community. we have a lot of non-standard things in our shaders + shader parsing, hence i thought it would be a better idea to keep it seperate :) full attribution would naturally be given to you for the underlying base
stef-levesque
@stef-levesque
Hey, what kind of non-standard thing do you have? Is it GLSL or HLSL related ?
Noah S-C
@Strum355
glsl, we have a lot of stuff that is parsed in various comments, drawbuffer formats, drawbuffers used as well as CPU-side constants being set via the shaders, as well as #includes
stef-levesque
@stef-levesque
I don't do any syntax parsing on GLSL. It is planned, but haven't start working on it.
If you want to have a look at it, I don't mind you creating a fork. If it's open-source, I might have a look.
Noah S-C
@Strum355
most of the stuff i feel isnt used outside of our community, hence i felt like it wouldnt have a specific place in your general plugin
we have 7 drawbuffers to work with, and up to 10~ composite passes, and we define which drawbuffer to render into at each pass in a comment per file, and i was wanting to add warning functionality etc, stuff that isnt used elsewhere at all to my knowledge
things like that ^^
itll be open-source for sure
Matthew Nichols
@Polkm
Anyone here?
stef-levesque
@stef-levesque
Yes
Noah S-C
@Strum355
o/