I have a problem going on right now and im sure its not an issue with sfml exactly but rather compiler differences between ATI and Nvidia for handling shaders.
But maybe someone here can point out a potential solution.
Right now I have the following FX code:
texture framebuffer
vec2 centerXY
float offset
effect
{
float len = distance(_in, centerXY) * offset;
if (len < (0.3f) && len > 0.1f)
_out = framebuffer(_in + (_in - centerXY) * len);
else
_out = framebuffer(_in);
}
now, centerXY is the ship's position being passed in and offset is the rate of expansion of a "shockwave" effect.
On an radeon mobility x1600 the shockwave effect works perfectly but position information is wonky, it offsets itself above where it should be spawning ( so its offset in the Y by an incorrect amount )
On an nvidia geforce go 7400 the effect comes out oval in shape but renders in the correct position always.
Its really hard finding information on this anywhere and it seems even having comments in one shader file works on the nvidia card but not the ATI card :shock: .
If anyone can help with this it would be greatly appreciated. Thanks in advance