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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!
CubeMap_Skybox.magic
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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... :cry:

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.