It’s not a full ISF implementation (leaving some hard parts like multiple shader passes) but it works fine with 90% shaders you can find on interactiveshaderformat.com
The ISF controls are exposed as Custom Parameters.
I just made it work with two, the other ones throw errors. in previous versions of Touch, I was converting a lot of ISF shaders with your parser without problem (by the way, thank you for this super-useful plugin!).
I have tested only a few dozens of ISF shaders, for sure there are some that break the script (as in your screenshot). Please paste the links to ISF code from https://www.interactiveshaderformat.com/ or your own full ISF code - if I can recreate the error on my machine, I’ll be able to post some fixes.
Thank you so much for this! I was able to get it work on a deprecated version of Touch, but on the latest version it appears something in the vector linking is breaking ( I’m getting a nonetype error in the GLSL top for 3 of the params: maxUpdateSize,maxBlend,and resetImage properties). I’m fairly inexperienced with GLSL so I can’t figure out what might’ve changed between that working (2019) version of TD and this latest experimental (37030). Do you know what changed that’s causing it to no longer work?
Now, “script” CHOP Execute in isfParser has error so you cannot reload it.
line 31,
op(op_name).par.enablevectorpage3.val = True
but glsl1 TOP has not enablevectorpage3? parameter.
I have checked the following website, but no such parameters are currently available. GLSL TOP Class
To use isfParser, you delete the above line31 and reload isfParse! I wish it works well.
I’d love to try and help figure this out and fix any issues/grow it to work with as many shaders as possible, I’ll provide any notes here or fork this if I get some time.
I am wondering if multiGLSL wouldn’t be a better object for this to allow multiple input textures and buffers inside the one shader. Ive seen the built in gpuparticles component uses this node and has loads of feedback textures driving things. I also am exploring connecting autoUI to the control values, as well as a file browser gui, and im seeing if I can make this a more comprehensive and better overall workflow. I also added audioFFT and some other things, but I need to clean those up along with making the feedback multipass actually work and the input textures load the proper files. for nearly every generator i have these are critical… things like the noise textures… and being able to quickly browse and try values is important… so yeah… look forward to a way more useful ISF patch / update soon from me.
Great tool, thanks. Ive been using ISF for a number of years with VDMX (Vidvox) and your toe has correctly handled pretty much any shader I threw at it. Only issues I noticed were 1) sometimes all controls were not exposed in the generated Parameters and 2) the defaults for converted controls were different from what was in the original ISF. Really great work.
weird, you didn’t have any parsing issues? maybe my ISF files are crazy. I noticed it doesn’t have audio input, input files, feedback buffers, and loads of other things that likely came in mainly from importing shadertoys.