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shadertoy-ios-v2's Issues

ADD: view code

would be very useful to be able to at the very least view the code, I do most of my shader development using Shaderific, Codea, and Verto Studio on iOS and its impossible to copy or edit code from the ShaderToy site on iOS.

compile can't pass now

I compile this app in Xcode, but many shader show info just like "ERROR: 0.40: Use of undeclared identifier 'iTime'". So I changed 'iGlobalTime' into 'iTime', but this shader "Creation by Silexars" can't work successfully in my phone. Anbody know why?

Failure to create opengl context in shader viewcontroller on iPhone 5 iOS 10

Hi there,

I've just installed the app from the app store on my iphone and it is unable to create a GL context in the shader viewcontroller, leading to a "shader error" message. From a quick glance at the app code I'm guessing it may have something to do with the GL ES version. I'll dig around and try to find a fix.

WebGL 1.0 Compatibility

My iPhone 5 doesn't support WebGL 2.0, i would therefore be glad to see a compatibility mode to support WebGL 1.0 shaders, like the website does. At the moment i just get the error message "Failed to create ES context".

Redundant texture updates?

From my reading of this code:

  • when a target has filter type 'mipmap' on it, it looks like every time that target is bound as a source in a pass, glGenerateMipmaps is called; even if the target has not been updated. For example, if Pass_A writes to target A, then Pass_B, C, D will each regenerate the mipmaps, even if the target has not been touched again.
  • every time an audio input is supplied to a shader, it looks like a new upload of the sound buffer data is done, even if a new frame of audio has not been delivered. It's clear that the FFT is done once per frame of audio, but I believe the texture upload is happening every time.

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