@Socialhazard your idea of testing old against new clips is quite important imho.
👍Thanks lots for that
WebGL Shader Inputs:
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
uniform float iTimeDelta; // render time (in seconds)
uniform int iFrame; // shader playback frame
//uniform float iChannelTime[4]; // channel playback time (in seconds)
//uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
//uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
uniform vec4 iDate; // (year, month, day, time in seconds)
//uniform float iSampleRate; // sound sample rate (i.e., 44100)
These are some default settings that Shadertoy's WebGL works with.
As we don't have multichannels like sound on our OpenGL iSplayer,
I have commented out the ones that I figure don't apply on our system.
In the quest for getting shaders to compile and run efficiently, its worth keeping an eye
on your vghd.logs to see if any of the above are creating ommisions or conflicts.
I was intrigued by the slow down of clip frame rate caused by proximity of the model
to the 'Strandbeestie' in da Frosted Forest.fsh Mods recently. There appears to be a
relationship between Clip stuttering and..
- How much ( ie: how close ) does the detail of the shader get to filling the screen
- How independently is detail in the shader moving and what is range of color used.
- Age of the clip ( ie: is it resolution 720p, 1080p, 3K or 4K ? )
- the speed at which the shader is running at.
Here is another shader by Eiffie that you might want to mess with, to test the effects
on clip frame rates.
https://www.istripper.com/forum/thread/29408/69?post=737214