text : Info/Shaders = ShaderToy - 00 - BoyC The Cave.txt
// props: VGHD compatability edits ~ @ET using guidelines provided by @TheEmu
//http://www.theemusnest.eu
//Kind permissions for use of textures ~ @Number6 & @yidincrete
// Shaders = AnotherTunnel_shadertoydotcom_BoyC_TheCave_MsX3RH_ETModGo1.fsh
// experimental use by members VGHD Forums Only. Strictly NOT for commercial use.
////////////////////////////////////////////////////////////////////////////////

With kind permissions of @Number6 & @yidincrete here are diagnostic scenes for VGHD Forum members experimenting with Shadertoy.com's BoyC-TheCave fragment shader.

It comprises VGHDPlayer scenes for sampler2D textures set at 1920 x 1200 & other sizes in order to study the effect of texture reduction and texture tiling by the VGHDPlayer.

The provided native sizes in the LabyrinthB series below are labelled within each test graphic and they are all installed in the same name-tree listing here for ease of comparison. The original textures provided in other subdirectories have been inverted and mirrored variously in x and y dimensions foreshadowing possible further/future work required on the shader code by others. Test sizes are:

1920 x 1200
5112 x 2880
7673 x 4305 

Texture labels have been differently applied. Some are on transparent areas to display what is running below the shader quad and some are not.

It is a quest to understand how tiling of textures can be declared better in the code. How this and other effects could be improved & structured to be manipulated by uniforms so we can easily observe more interesting convoluted 3D dynamic wrappings without excessive strain on the GPU. It is hoped scene/shader test sets like these may inspire further improvements and perhaps even lead to development of a 'Tunnel B' type shader project later on.

ET






























