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(+1)

Ah, I think I found the problem. I was targetting GLES2. 
Since you are a god of shading, I'm curious if you know off-hand what functions / vars you're using that would be breaking on GLES2 web?

Glad you like the tool! Weird that it doesn't work. I did some testing for and it seems like it doesn't like looping over non constants in GLES2. So you can either set the value directly in the loop by changing:
  for(int i = 0; i < OCTAVES ; i++) {
to:
  for(int i = 0; i < 5; i++) { // some number

Or you can change the octave declaration to be a constant:
  uniform int OCTAVES : hint_range(0, 20, 1);
to:
  const int OCTAVES  = 5; // some number

You'd have to do this for every shader you want to use. Hope that works!

(+1)

Wow thank you so much I just dove in to the source code, while also reading the entirety of the book of shaders. Look like you're right! I remember reading somewhere, WebGL1.0 can't do dynamic loops, they have to be fixed, and I found this myself :) Pretty proud of myself! haha. 

I'm going through one line at a time learning how your genius came up with this.

Thank you so much for looking in to this for me!

(+1)

Hey! I just released an update to our rendering engine using your tool! It looks so damn amazing. The game is so far from being ready to be put online, but feel free to check out what I did at https://prometheusgame.servegame.com/edit ! 

Mind you, you'll need to sign in with a gmail account at https://prometheusgame.servegame.com before the planets will load.

Still trying to figure out where I'll put your credits on this, but don't worry no one uses it yet except close family :P 

Awesome! Glad it all worked out. Don't worry about the credits too much haha, wherever is fine. Good luck with the game!