purplemonkey's Recent Forum Activity

  • Well I guess I spoke too soon. The only issue now is that black colors turn transparent

  • Just made some modification..

    try to download again at the same location i ve sent yesterday..

    It's working! Thanks again! <3

  • Gigatron

    I hope this image explains my issue.

    Thank you again for all your hard work!

  • Thanks Gigatron! I tried it and it doesn't seem to be working with transparent sprites. Actually it kind of doesn't seem to work at all, a sphere is created but it doesn't seem to be mapping the sprite in 3D around it like it should be.

    [quote:22czvhr5]//////////////////////////////////

    //GlslSphere effect

    //webgl sphere mapping for chrisbrobs .. Gigatron

    //

    precision mediump float;

    varying mediump vec2 vTex;

    uniform lowp sampler2D samplerFront;

    uniform mediump float pixelWidth;

    uniform mediump float pixelHeight;

    vec2 iResolution = vec2( 1./pixelWidth, 1./pixelHeight);

    uniform float seconds;

    uniform float RotSpeed,xx,yy,zz;

    #define PI 3.14159265358979

    #define rotate(point,axiss,angle) vec3 axis = normalize(axiss);float s = sin(angle);float c = cos(angle);float oc = 1.0 - c; mat4 rot = mat4(oc * axis.x * axis.x + c,oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c,oc * axis.y * axis.z - axis.x * s, 0.0,oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c,0.0, 0.0,0.0,0.0,1.0); vec3 rotpoint = (vec4(point,1.)*rot).xyz

    vec2 uv (vec3 p) {

    float x = p.x;

    float y = p.y;

    float z = p.z;

    float u = atan(x, z) / (2. * PI) + .5;

    float v = asin(y) / (PI) + .5;

    return vec2(u,v);

    }

    float map(vec3 r) {

    rotate(r,vec3(0,1,0),seconds*RotSpeed);

    return length(r)-(3.);

    }

    vec3 march(vec3 ro, vec3 rd ) {

    vec3 r=ro;

    vec3 bg=vec3(0.,0.,0.);

    for (int i = 0; i < 32; i++) {

    float df = map(r);

    vec3 nr = normalize(r);

    if (df<.01) {

    rotate(nr,vec3(yy,xx,zz),seconds*RotSpeed);

    vec3 val = texture2D(samplerFront,uv(normalize(rotpoint))).rgb;

    return vec3(val);

    }

    r+=rd*df;

    }

    // return vec3(vec3(0, rd)*-2.0);

    // to do bg color mix !

    return vec3(bg);

    }

    void main(void)

    {

    vec2 uv = vTex-vec2(0.0,-0.25);

    vec3 bgcol=vec3(0.,0.0,0.0);

    uv.x =1.-uv.x;

    uv.y *=0.65;

    vec3 mc = march(vec3(0,0,-20),vec3(uv-.5,1.0) );

    if (mc.g>0.05) gl_FragColor = vec4( mc, 1.0);

    else

    gl_FragColor =vec4(bgcol,0.0);

    //fragColor = mix(texcolor, color, color.a*alpha);

    }

    This one works well with transparent sprites but if I change speed to 0 it turns invisible (and yet still somehow rotates). If there only was a way to make this one fully controllable in speed + x/y/z rotation

  • Hey Gigatron, did you ever update that "glsphere" effect to be timer independent? I tried the latest upload but no matter what I do I can't seem to pause/unpause without the effect somehow bugging out.

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  • Looking real cool, Salman

  • Here you go https://discord.gg/dDbnN

  • And this clip follows on directly from the one above.

    Very cute!

  • Would be interested to see this. Any chance someone could share the capx?

    I think it's this one although I'm not entirely sure..

  • purplemonkey Cool Idea! Would maps be shareable with other players?

    Thanks! Yup, the plan is to make levels fully shareable if I find time to keep working on this project.

  • A Mario Maker-like experiment

  • Soooo, did anyone find a solution to this issue?

    I almost got it working using abs(cos(object.Angle))*height however cosine only works for half of the quadrant, I guess?

    Any math genius out there willing to take a stab at this?

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purplemonkey

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