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    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


    Shader shenanigans

    Pythonista
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    • mikael
      mikael last edited by

      If I take the ripple shader example in the Shader documentation, it runs fine at 60 fps.

      If I replace the shader in the example with another that I converted from Shadertoys, it runs fine, but only at less than 30 fps.

      If I replace the built-in image with a larger PNG, the shader does not run at all.

      If I use a plain color Sprite as a basis, it works as well.

      If I try to .size the sprite to make it larger, something funny happens to the resolution, to the extent that I need to scale the shader down 100x to make it look like previously. At the same time the fps drops below acceptable levels.

      If I .scale the sprite, I get a predictable result, but again fps swiftly drops.

      Questions:

      1. What is the best way to run a full-screen shader?
      2. Why something that runs fine at 60 fps on a browser, on iPhone, struggles to run anything but the smallest of images in Pythonista, on the same phone?

      I am running the latest Pythonista beta on iPhone 6s Plus.

      I would be very grateful for any insights on how to run effective shaders.

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