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Description
The effects seem to work, though some of them are subtle (like BleachBypassPass) so I'm not sure if they're being affected by the warning messages I'm getting:
[warning] ofShader: GL_FRAGMENT_SHADER, offending line 1 : 1 uniform float opacity; uniform sampler2D tDiffuse; void main() { vec2 vUv = gl_TexCoord[0].st; vec4 base = texture2D( tDiffuse, vUv ); vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 ); float lum = dot( lumCoeff, base.rgb ); vec3 blend = vec3( lum ); float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) ); vec3 result1 = 2.0 * base.rgb * blend; vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb ); vec3 newColor = mix( result1, result2, L ); float A2 = opacity * base.a; vec3 mixRGB = A2 * newColor.rgb; mixRGB += ( ( 1.0 - A2 ) * base.rgb ); gl_FragColor = vec4( mixRGB, base.a ); }
Using Visual Studio 2019 on Windows 10. Tried replacing ofSetupOpenGL(1024,768,OF_WINDOW); with
ofGLWindowSettings settings;
settings.setGLVersion(3, 2);
ofCreateWindow(settings);
because I was told to do this in other tutorial videos when using shaders, but this turns the warning into an error and nothing is displayed.