OpenGL ES shader program

http://glslstudio.com/
It tells you about OpenGL ES

whoa, definitely getting that next, thanks for the share

No prob

Im also getting it

While the app looks like a cool toy, and if you have meshes from elsewhere it bootstraps you to the shader level nicely, I’m not sure it really gives much more than you can currently do in Codea. The only issue in Codea is you have to write the lua code to get you meshes together and feed GLSL, however, you then have something you can play with a lot more at the end.

I guess for me $8 for a toy seems a bit high, especially as you can get something genuinely productive like Codea for only $10. (Admittedly I only use Codea as a toy to entertain myself, but that’s beside the point :wink: )

It’s cute. It uses all of OpenGL from what I see (we have a few things different), but at the end of the day, you can enervate some nice effects, but not do much else with them. Unless you are a game programmer, of course.

I didn’t see if they support multipass texturing, either. But still interesting to see more of these types of tools on the market. Legitimizes that people are interested in these things.

I actuly used it I made a startreck warp thing I just can import it here

Let’s see it!

I ment to say it doesn’t work in codea

If you drop the source of your shader in here we could see if we can figure out why it doesn’t run in Codea…

Ok give me a sec

Here we go

/*
    Exported using GLSL Studio: 3/3/13, 3:35 PM
    Name: Warp1
    Author: Louie
*/

attribute mediump vec4 position;
attribute lowp vec2 coord;

varying mediump vec2 coordVar;

uniform mediump mat4 modelView;
uniform mediump mat4 projection;
uniform mediump mat3 normalMatrix;
uniform mediump float time;
uniform lowp sampler2D tex;


void main()
{
    vec4 p = modelView * position;
    gl_Position = projection * p;
    coordVar = coord;
}
/*
    Exported using GLSL Studio: 3/3/13, 3:35 PM
    Name: Warp1
    Author: Louie
*/

varying mediump vec2 coordVar;

uniform mediump mat4 modelView;
uniform mediump mat4 projection;
uniform mediump mat3 normalMatrix;
uniform mediump float time;
uniform lowp sampler2D tex;


precision mediump float;

void main()
{
    vec2 c = coordVar * 2.0 - 1.0;
    c.y *= 1.4;
    
    

    float a = atan( c.y, c.x)/50.14;
    float s = sqrt(dot(c,c)) / 2.0;
    float v = pow(s/4.0,s);
    a += ( v + time * 0.5)*1.0;

    c.y = (v*12.0) + time * 1.0;
    c.x = a*4.0;
    gl_FragColor = texture2D( tex, c) * (s*01.1-0.1) + (s*0.05);
}

It works for me without declaring all those things uniform

How

Sorry for bugging u but can u paste the 2 codes u did

Sure, here is the fragment shader, the vector one is the one generated by the editor


//
// A basic fragment shader
//

//Default precision qualifier
precision highp float;

//This represents the current texture on the mesh
uniform lowp sampler2D texture;
uniform lowp float time;
//The interpolated vertex color for this fragment
varying lowp vec4 vColor;

//The interpolated texture coordinate for this fragment
varying highp vec2 vTexCoord;
precision mediump float;

void main()
{
    vec2 c = vTexCoord * 2.0 - 1.0;
    c.y *= 1.4;



    float a = atan( c.y, c.x)/50.14;
    float s = sqrt(dot(c,c)) / 2.0;
    float v = pow(s/4.0,s);
    a += ( v + time * 0.5)*1.0;

    c.y = (v*12.0) + time * 1.0;
    c.x = a*4.0;
    gl_FragColor = texture2D( texture, c) * (s*01.1-0.1) + (s*0.05);
}

I am using just the main part of you fragment shader and replacing your coordVar with the standard vTexCoord that the shader editor generates.

It’s not spinning for me

Oh I don’t know what you wanted it to do, if you pick a good background as texture ( for example “Cargo Bot:Opening Background”) it looks like a vortex of sorts.