Page 1 of 1
is it possible to input cubemaps into a shader?
Posted: Wed Apr 13, 2016 7:46 pm
by mTvizuals
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!
Re: is it possible to input cubemaps into a shader?
Posted: Wed Apr 13, 2016 8:52 pm
by artnik
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!
Re: is it possible to input cubemaps into a shader?
Posted: Wed Apr 13, 2016 9:34 pm
by mTvizuals
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.
No, but that's cool! I can load some of the default cubemaps in there and navigate them.
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?
Posted: Fri Apr 15, 2016 2:54 pm
by Magic
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.