| Hi list, I am porting a GLSL water simulation shader to QC and have hit some snags that I could use some help with. The shader is designed to run a 2D water simulation (think ripples spreading across the surface of a pond*). In my QC port, there seems to be feedback going on but the waves don't propagate. Also, if the spacestep parameter is set to less than 1.0, the input image gets tiled or 'dilated' across the window, which is unexpected behavior, i.e., the CPU version didn't do that. The developer's instructions (pasted below) specify having float textures and a feedback chain, which I think I have properly set up in QC. I have attached the QTZ and the original shader. FYI, the shader parameters are published inputs of the Render in Image patch. Any help would be much appreciated. thanks, dan * see screenshot of original CPU version at http://www.mat.ucsb.edu/~whsmith/xray/xray.jit.water.html. |
sim.water.frag.glsl
Description: Binary data
sim.water.vert.glsl
Description: Binary data
sim.water.qtz
Description: application/quartzcomposer
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