BartWronski,
@BartWronski@mastodon.gamedev.place avatar

Are there any shader toy experts here?

Two of my recent shader toys display just black on iOS Safari (no compilation errors), while a separate iOS app shows them "okay" (some bugs, but at least not a black screen).
https://www.shadertoy.com/view/clXXDs
https://www.shadertoy.com/view/MfyXzV
Nothing crazy, pretty simple, but using feedback for TAA accumulation.

jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar

@BartWronski A good 10–20% of all Shadertoys I see render just black on iOS Safari. Haven’t figured out what the cause is, but know that it’s not a rare case!

demofox,
@demofox@mastodon.gamedev.place avatar

@BartWronski you might try explicitly initializing the buffer values to make sure no NaNs are coming from uninitialized memory.

BartWronski,
@BartWronski@mastodon.gamedev.place avatar

@demofox interesting, will give a try to tweaking:
if (iTime > 0.1 && iMouse.z < fragCoord.x) {
col = col * 0.02 + texture(iChannel1, orig_uv).xyz * 0.98;
}
otherwise it initializes the buffer, but maybe the time is too late because of the compilation or something along those lines?

demofox,
@demofox@mastodon.gamedev.place avatar

@BartWronski yeah it could be

demofox,
@demofox@mastodon.gamedev.place avatar

@BartWronski it would be great to get a pix or renderdoc capture wouldn't it? It seems like they (browsers) sometimes have support for it, but then remove it, then re add it in a different way. It makes it real hard when it's so opaque, but it also forces us users to get real creative with debugging, which is a nice skill to have after acquiring it tbh 😂

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