I was using ShaderToy to create a filter of my own and when I put it on the app, it seems to be a compatibility issue involving the texture class.
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy;
int id = 5;
vec3 s = texture(iChannel0, fragCoord.xy / iResolution.xy).xyz;
vec3 c = vec3(50, 50, 50);
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
vec3 dest = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
vec3 color = max(s,dest);
fragColor = vec4(color,1.0);
}
If I put the code like this on the app, the screen turns black, that because of the texture that is not supported. If I simply change from texture
to texture2D
in line 4, is like the entire screen in only one huge pixel that changes color as I move my camera.
Do you have any idea how I can change this code or the one on MyGLUtils class so it will work properly?