TomOmNom
Member
I don't deal with shaders much, so I used a converter to turn shadertoy code into something usable. Unfortunately, it's throwing a seemingly unexplainable error, and I'm clueless on how to fix it.
I've tried restarting the software but I cannot get it to work.
Lines 1-25:
Any suggestions welcome.
I've tried restarting the software but I cannot get it to work.
Lines 1-25:
GML:
uniform vec3 iResolution;
varying vec2 fragCoord;
float character(int n, vec2 p)
{
p = floor(p*vec2(4.0, -4.0) + 2.5);
if (clamp(p.x, 0.0, 4.0) == p.x)
{
if (clamp(p.y, 0.0, 4.0) == p.y)
{
int a = int(floor(p.x) + 5.0 * floor(p.y));
if (((n >> a) & 1) == 1) return 1.0;
}
}
return 0.0;
}
void main( void )
{
vec2 pix = fragCoord.xy;
vec3 col = texture2D(gm_BaseTexture, floor(pix/8.0)*8.0/iResolution.xy).rgb;
float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
int n = 4096; // .
if (gray > 0.2) n = 65600; // :
if (gray > 0.3) n = 332772; // *
if (gray > 0.4) n = 15255086; // o
if (gray > 0.5) n = 23385164; // &
if (gray > 0.6) n = 15252014; // 8
if (gray > 0.7) n = 13199452; // @
if (gray > 0.8) n = 11512810; // #
vec2 p = mod(pix/4.0, 2.0) - vec2(1.0);
if (iMouse.z > 0.5) col = gray*vec3(character(n, p));
else col = col*character(n, p);
gl_FragColor = vec4(col, 1.0);
}
Last edited: