Thread: WebGL Shader
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Old 12th September 2017, 18:55   #6
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 859
The problem in Milkdrop is that the code within the shader_body {} section is always executed for the entire screen, only depending on uv. There is no way to limit this to small fragments, which would be required to run loops of depth 64 x 20.
I would delve into that more deeply if I would see a chance to do it but I don't. I had the issue with my own presets that I wanted to do a calculation only for a part of the screen - nope, you have to do it for all pixels, and then apply masks to hide the part you don't want to show.
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