Thanks for the answer. yes it's the master trunk I am using...
Just reset to 2.3.2 Release (thanks @ IRC @ Eremiell) ... seems to work with setParameter() ...at least it compiles
EDIT:
But it still doesn't work ...
My GLSL fragment shader:
uniform sampler2D iChannel0;
uniform vec3 iResolution;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 xy = iResolution.xy;
xy.y = 1.0 - xy.y;
vec4 texColor = texture2D(iChannel0, xy);
texColor.b = xy.x;
fragColor = texColor;
}
Edit: But it still does not work:
The shader code:
text.loadFromFile("texture.png");
sprite.setTexture(text);
shader.loadFromFile("shader.frag", sf::Shader::Type::Fragment))
shader.setParameter("iResolution", 800.0f, 600.0f);
shader.setParameter("iChannel0",sf::Shader::CurrentTexture);
//....
window.draw(sprite,&shader);
Edit2: I just want the texture to be stretched to the window size, like in the tutorial...