# Anybody Help Me?

Ive peiced together a shader that WOULD produce moving clouds, but it doesnt show anything, Can anybody help?
Vertex:

``````//
//

attribute vec4 position;
attribute vec3 normal;

uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;

uniform float time;

varying vec3 eyespaceNormal;
varying vec4 eyespacePosition;
varying vec3 noiseVector;

void main(void)
{

vec3 translation = vec3(1.0, 1.0, 1.0) * time / 20.0;
noiseVector = position.xyz + translation;

eyespaceNormal = normalMatrix * normal;
eyespacePosition = modelViewMatrix * position;
gl_Position = modelViewProjectionMatrix * position;

}
``````

Then heres the fragment:

``````//
//
//
//
//  Description : Array and textureless GLSL 2D/3D/4D simplex
//                  noise functions.
//       Author : CodeaNoob.
//

precision highp float;
precision highp int;

varying vec3 eyespaceNormal;
varying vec4 eyespacePosition;
varying vec3 noiseVector;

uniform vec4 materialDiffuseColor0;
uniform vec4 materialDiffuseColor1;

uniform lowp sampler2D texture;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(vec3 v)
{
const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
vec3 i  = floor(v + dot(v, C.yyy) );
vec3 x0 =   v - i + dot(i, C.xxx) ;

// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );

//   x0 = x0 - 0.0 + 0.0 * C.xxx;
//   x1 = x0 - i1  + 1.0 * C.xxx;
//   x2 = x0 - i2  + 2.0 * C.xxx;
//   x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3  ns = n_ * D.wyz - D.xzx;

vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);

vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );

//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));

vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);

vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;

// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}

void main(void)
{

float intensity = (snoise(noiseVector * 5.0) +
0.5 * snoise(noiseVector * 10.0) +
0.25 * snoise(noiseVector * 20.0) + 1.75) / 3.5;

float exponent = intensity - 0.35;

if (exponent < 0.0)
exponent = 0.0;

intensity = 1.0 - pow(0.1, exponent);

float attenuation = dot(eyespaceNormal, -normalize(eyespacePosition.xyz));

if (attenuation < 0.5)
attenuation = 3.0 - 4.0 * attenuation;
else
attenuation = 1.0;

vec3 color = mix(attenuation * vec3(0.2, 0.2, 0.6), vec3(1.0, 1.0, 1.0), intensity);
gl_FragColor = vec4(color, 1.0);

}
``````

This might help, here is a shader I written about in an earlier forum post:

``````--# Clouds
Clouds =  [[
precision mediump float;

#define CLOUD_COVER        0.75
#define CLOUD_SHARPNESS        0.035

uniform float         time;
uniform vec2          resolution;
uniform vec2          direction;

float hash( float n )
{
return fract(sin(n)*43758.5453);
}

float noise( in vec2 x )
{
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0;
float res = mix(mix( hash(n+  0.0), hash(n+  1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);
return res;
}

float fbm( vec2 p )
{
float f = 0.0;
f += 0.50000*noise( p ); p = p*2.02;
f += 0.25000*noise( p ); p = p*2.03;
f += 0.12500*noise( p ); p = p*2.01;
f += 0.06250*noise( p ); p = p*2.04;
f += 0.03125*noise( p );
return f/0.984375;
}

// Entry point
void main( void ) {
// Wind - Used to animate the clouds
vec2 wind_vec = direction +vec2(0.001, 0.003 + time);

// Set up domain
vec2 q = ( gl_FragCoord.xy / resolution.xy );
vec2 p = -1.0 + 3.0 * q + wind_vec;

// Fix aspect ratio
p.x *= resolution.x / resolution.y;

// Create noise using fBm
float f = fbm( 4.0*p );

float cover = CLOUD_COVER;
float sharpness = CLOUD_SHARPNESS;

float c = f - (1.0 - cover);
if ( c < 0.0 ) c = 0.0;

f = 1.0 - (pow(sharpness, c));
gl_FragColor = vec4( f, f, 1.0/f, f );
}
]]
``````

Im still getting nothing even with yours @tnlogy,
I think it is because a binding for an image isnt specified anywhere in the code

You can try my full example if you like

https://gist.github.com/tnlogy/5024809

i’ve got the same issue - i can see the image in the Shader Lab, butr when I use it in the code - fail. I will say that I am not binding to Basic:Invert; instead I copied the Basic:Invert Vertex program into my Clouds Vertext program, and made a Shader Lab shader project. I am binding an image to a mesh, and when I addColors(), I see the mesh with the colors I assigned. But assigning the shader fails.

Figured it out - had a typo, forgot to prefix “resolution” with “shader.”.