Hi,

I have recently installed Magic Performer v2.31 64bit.

I am trying to get this 2D EQ ShaderToy working..

https://www.shadertoy.com/view/Mlj3WV

ShaderToy shaders implement the mainImage function.

void mainImage( out vec4 fragColor, in vec2 fragCoord )

From reading the forums I know to add the following to the end of cut-paste from ShaderToy.

void main(void) {

mainImage(gl_FragColor, gl_FragCoord.xy);

}

But I still just get black screen. I have tried other shaders from ShaderToy with same result. The Shaders that come with Magic work ok. (have main())

I'm not sure what I might be missing. If someone can get a ShaderToy working with Magic Performer., and input is welcomed. Thank you. Kevin

2D_EQ.txt

uniform vec3 iResolution; // viewport resolution (in pixels)

uniform float iTime; // shader playback time (in seconds)

uniform float iTimeDelta; // render time (in seconds)

uniform int iFrame; // shader playback frame

uniform float iChannelTime[4]; // channel playback time (in seconds)

uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)

uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click

uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube

uniform vec4 iDate; // (year, month, day, time in seconds)

uniform float iSampleRate; // sound sample rate (i.e., 44100)

// ...paste the shadertoy code here...

/*

2D LED Spectrum - Visualiser

Based on Led Spectrum Analyser by: simesgreen - 27th February, 2013 https://www.shadertoy.com/view/Msl3zr

2D LED Spectrum by: uNiversal - 27th May, 2015

Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

*/

void mainImage( out vec4 fragColor, in vec2 fragCoord )

{

// create pixel coordinates

vec2 uv = fragCoord.xy / iResolution.xy;

// quantize coordinates

const float bands = 30.0;

const float segs = 40.0;

vec2 p;

p.x = floor(uv.x*bands)/bands;

p.y = floor(uv.y*segs)/segs;

// read frequency data from first row of texture

float fft = texture( iChannel0, vec2(p.x,0.0) ).x;

// led color

vec3 color = mix(vec3(0.0, 2.0, 0.0), vec3(2.0, 0.0, 0.0), sqrt(uv.y));

// mask for bar graph

float mask = (p.y < fft) ? 1.0 : 0.1;

// led shape

vec2 d = fract((uv - p) *vec2(bands, segs)) - 0.5;

float led = smoothstep(0.5, 0.35, abs(d.x)) *

smoothstep(0.5, 0.35, abs(d.y));

vec3 ledColor = led*color*mask;

// output final color

fragColor = vec4(ledColor, 1.0);

}

// ...end paste the shadertoy code

// Add main to work with Magic, but still get black screen.

void main(void) {

mainImage(gl_FragColor, gl_FragCoord.xy);

}