some of the shaders use cube maps with 6 images . Is there a way to use a cubemap?
I see the jpg folder module, but haven't had any luck with it.
Thank you!
is it possible to input cubemaps into a shader?
Re: is it possible to input cubemaps into a shader?
I'm not sure if this answers your question, but I was messing with skyboxes and came up with a template which takes 6 images, and makes a SKYBOX with simple camera controls. See annotations inside file for details.
Cheers!
Cheers!
Re: is it possible to input cubemaps into a shader?
No, but that's cool! I can load some of the default cubemaps in there and navigate them.artnik wrote:I'm not sure if this answers your question, but I was messing with skyboxes and came up with a template which takes 6 images, and makes a SKYBOX with simple camera controls. See annotations inside file for details.
Some shaders at shadertoy and glslsandbox require a cubemap to reflect off of.. or that is my limited understanding of the cubemap's role...
Monster, for example: https://www.shadertoy.com/view/4sX3R2 goes dark when you import it into magic.
And when I say some shaders, I mean some of the coolest ones...
Cheers!
Re: is it possible to input cubemaps into a shader?
There are a couple Shadertoy features that aren't supported yet, and cubemaps happen to be one of them . Another one is multi-pass. But I am definitely planning on improving Magic's support of these things.