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I know nobody on /g/ is smart enough to help me, but it's

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Thread replies: 15
Thread images: 2

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I know nobody on /g/ is smart enough to help me, but it's worth a shot. Anybody have any experience dealing with GLSL shaders? I'm trying to implement custom shaders in my game, but there is absolutely zero documentation on how to implement them in cocos 2dx 3.0+. Every answer given on a forum contradicts every other answer. And there isn't a single youtube video out there proving you can write custom shaders. I don't know why desu. An opensource gameengine written in opengl should be able to run custom opengl shaders. This shouldn't be complicated. Granted I am not the most advanced when it comes to GLSL, so maybe there is some limitation, but all I want is to add cool effects to my game god damn it.
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>>61276274
>>>/v/
>>
>>61276289
Literally how is /v/ releated to c++ and glsl programming?
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>>61276335
>wanting to implement shaders into a game
>not gaming related
>>>/v/
>>
>>61276350
Into a game I'm making from scratch in c++. Holy fucking shit, I knew /g/ has gone down hill, but this is sad.
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>>61276350
this guy can go fuck himself, I think this question belongs here.
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>>61276335
Good question

>>61276289
>>61276350
fucking pussys!
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>>61276387
Thanks mate. I swear whenever I come here, people never want to answer real questions. They just want to circle jerk about their arch builds.
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>>61276417
You're right he should direct him to >>>/vg/
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>>61276505
Hahahaha. Ok. So I guess nobody on /g/ is smart enough to write gpu programs. Cant say I'm suprised. This board mostly consists of people who know nothing about technology arguing all day about technology.
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>>61276558
No because unlike /g/, /vg/ have dedicated general for that idiot.
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>>61276570
And /g/ has the daily programming general. Your point?
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>>61276609
People in /dpg/ don't make games, people in /agdg/ does and /agdg/ is on /vg/, what you does is like asking about Samurai Jack on /a/ because it's about samurai.
>>
>>61276274
Wew what is your problem exactly? Can you describe your situation a little bit better?
Just write a passthrough vertex shader, write your fragment shader, compile and link them.
Then bind your program and your VAO and draw. (Assuming you dont use the fixed pipeline)
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>>61276274
Well then dont use cocos2dx and just learn modern opengl. I have the impression that you dont know opengl, as this is a quite trivial problem.
Also learning opengl will help you understand the cocos api in case you still want to use it
Thread posts: 15
Thread images: 2


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