Pryme8
1
Why is our shader code differ from like shadertoy for example where I can do something like this:
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2.0,4));
for example and have it compile just fine (notice the integers mixed with floats?)
Why does that work in a lot of other gl setups but ours freaks out?
This line does work with Babylonjs:
See line #20.
Pryme8
3
hmmm, ok then I guess I don’t understand when you can mix floats and ints? Do you have any insight to that?
No idea! I don’t know GLSL well enough.
Raggar
5
You are not in fact mixing floats and ints, you are creating a vector3 of floats, so:
Becomes:
If you were to, say do the following:
You would get errors due to adding an int to a vector of floats.
Pryme8
6
So when passing ti to vec3 it inherently converted it to a float?
I guess then if it was a iVec3 it would cast to ints?