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chirioParticipant
Well I tried the update function in the App Manager. This seemed to work for now.
Thanks!chirioParticipantBut I have Verge3D 4.6.0 installed…
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You must be logged in to view attached files.chirioParticipantI get lots of errors, but I don’t have a clue what any of this means.
v3d.js:1 Verge3D 4.2.0 for Blender (License, WebGL 2.0)
v3d.js:1 v3d.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.
ne @ v3d.js:1
v3d.js:1 v3d.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Fragment shader is not compiled.
ERROR: 0:2799: ‘node_bsdf_principled’ : no matching overloaded function found1: #version 300 es
2: #define varying in
3: layout(location = 0) out highp vec4 pc_fragColor;
4: #define gl_FragColor pc_fragColor
5: #define gl_FragDepthEXT gl_FragDepth
6: #define texture2D texture
7: #define textureCube texture
8: #define texture2DProj textureProj
9: #define texture2DLodEXT textureLod
10: #define texture2DProjLodEXT textureProjLod
11: #define textureCubeLodEXT textureLod
12: #define texture2DGradEXT textureGrad
13: #define texture2DProjGradEXT textureProjGrad
14: #define textureCubeGradEXT textureGrad
15: precision highp float;
16: precision highp int;
17: #define HIGH_PRECISION
18: #define SHADER_NAME MeshNodeMaterial
19: #define LIGHT_PATH_IS_CAM_RAY 1
20: #define WORLD_NODES 0
21: #define NORMAL_OUTPUT 0
22: #define NODE_RGB_NUM 1
23: #define NODE_VALUE_NUM 0
24: #define NODE_TEX_COORD_NUM 0
25: #define NODE_RGB_BL
26: #define NODE_NORMAL
27: #define NODE_BSDF_PRINCIPLED_BL
28: #define NODE_OUTPUT_MATERIAL_BL
29: #define MT_BLENDER
30: #define COMPAT_USE_SPEC_ENV_BLENDER_APPROX
31: #define USE_ENVMAP
32: #define ENVMAP_TYPE_CUBE_UV
33: #define ENVMAP_MODE_REFLECTION
34: #define ENVMAP_BLENDING_NONE
35: #define cubeUV_maxTileSize 256.0
36: #define USE_SHADOWMAP
37: #define SHADOWMAP_TYPE_PCF_POISSON_DISK
38: #define PHYSICALLY_CORRECT_LIGHTS
39: #define TEXTURE_LOD_EXT
40: #define UNITS_SCALE_FACTOR 1.0
41: uniform mat4 viewMatrix;
42: uniform vec3 cameraPosition;
43: uniform bool isOrthographic;
44: #define TONE_MAPPING
45: #ifndef saturate
46: #define saturate(a) clamp(a, 0.0, 1.0)
47: #endif
48: uniform float toneMappingExposure;
49: uniform float toneMappingMidTones;
50: uniform float toneMappingPhysicalScale;
51: uniform float toneMappingBrightness;
52: uniform float toneMappingContrast;
53: uniform bool toneMappingChromaticAdaptation;
54: uniform vec3 toneMappingWhiteColor;
55: uniform bool toneMappingColorDifferentiation;
56: uniform bool toneMappingExteriorDaylight;
57: uniform vec3 toneMappingWhiteBalance;
58: uniform float toneMappingHighlights;
59: uniform float toneMappingShadows;
60: uniform float toneMappingSaturation;
61: uniform float toneMappingAperture;
62: uniform float toneMappingShutter;
63: uniform float toneMappingISO;
64: uniform float toneMappingVignetting;
65: uniform vec2 toneMappingResolution;
66: const float FILMIC_BLENDER_LOG_MIN = -12.473931188;
67: const float FILMIC_BLENDER_LOG_MAX = 12.526068812;
68: const float FILMIC_BLENDER_EXPOSURE_LATITUDE_RATIO = 0.66;
69: vec3 LinearToneMapping(vec3 color) {
70: return toneMappingExposure * color;
71: }
72: vec3 ReinhardToneMapping(vec3 color) {
73: color *= toneMappingExposure;
74: return saturate(color / (vec3(1.0) + color));
75: }
76: vec3 OptimizedCineonToneMapping(vec3 color) {
77: color *= toneMappingExposure;
78: color = max(vec3(0.0), color – 0.004);
79: return pow((color * (6.2 * color + 0.5)) / (color * (6.2 * color + 1.7) + 0.06), vec3(2.2));
80: }
81: vec3 RRTAndODTFit(vec3 v) {
82: vec3 a = v * (v + 0.0245786) – 0.000090537;
83: vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
84: return a / b;
85: }
86: vec3 ACESFilmicToneMapping(vec3 color) {
87: const mat3 ACESInputMat = mat3(
88: vec3(0.59719, 0.07600, 0.02840),
89: vec3(0.35458, 0.90834, 0.13383),
90: vec3(0.04823, 0.01566, 0.83777)
91: );
92: const mat3 ACESOutputMat = mat3(
93: vec3( 1.60475, -0.10208, -0.00327),
94: vec3(-0.53108, 1.10813, -0.07276),
95: vec3(-0.07367, -0.00605, 1.07602)
96: );
97: color *= toneMappingExposure / 0.6;
98: color = ACESInputMat * color;
99: color = RRTAndODTFit(color);
100: color = ACESOutputMat * color;
101: return saturate(color);
102: }
103: vec3 CustomToneMapping(vec3 color) { return color; }
104: #define ORDERS_OF_MAG 5.0
105: #define PI_TONE 3.14159265359
106: float toneCalcBrightness(in vec3 color)
107: {
108: return (abs(color.r) * 0.263 + abs(color.g) * 0.655 + abs(color.b) * 0.082);
109: }
110: float toneApproximateScotopicLuminance(vec3 color)
111: {
112: return (0.062 * color.r + 0.608 * color.g + 0.330 * color.b);
113: }
114: vec3 LogarithmicMaxToneMapping(vec3 color) {
115: float inputScaleFactor = toneMappingPhysicalScale / PI_TONE;
116: float brightness = (toneMappingBrightness < 0.0) ? 0.0 : (toneMappingBrightness * 0.7);
117: float powerBot = toneMappingExteriorDaylight ? 4.0 : 2.0;
118: float res = 100.0 / ORDERS_OF_MAG;
119: float mag = floor((50.0 / res));
120: float power = ((brightness / 20.0 – ORDERS_OF_MAG) – powerBot) + mag;
121: float stepsize = 9.0 / res;
122: float step = 50.0 – (mag * res);
123: float param_c = (0.02 * toneMappingContrast) * 2.0;
124: float param_b = pow(10.0, power) * (1.0 + (stepsize * step));
125: float param_a = param_b * (1.0 + param_c);
126: param_c /= pow(2.0, toneMappingMidTones – 1.0);
127: param_b *= PI_TONE;
128: vec3 whiteConstancyFactor = toneMappingWhiteColor;
129: if (toneMappingChromaticAdaptation) {
130: float luminance = toneCalcBrightness(whiteConsta -
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