adding stuff to python library , is it hard? works on demo?

error C7548: ‘layout(location)’ requires “#extension GL_ARB_separate_shader_objects : enable” before use

Is that reserved to full version?
How easy is it to add stuff? how can I open this library, using what?
its just like adding txt files to a folder hopefully.

That’s a GLSL error. We don’t limit any GLSL or Python capabilities in our free version though. That error means some invalid shader code is being used.

Can you post your shader here?

Good to know update python.
Sorry from beginning python and GLSL are mixing up big time for me, I’d never seen a code before.

Typically, I cannot find the shader in question. It was a basic ‘‘shockwave with saturation’’
using the converter. Now I try convert it again and success, so no problem anymore, if it comes up again I let u know here.

here is the code working this time

layout (location = 0) out vec4 fragColor;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform float iChannelTime[4];
uniform vec3 iChannelResolution[4];
uniform vec4 iMouse;
uniform sampler2D sInput0;
uniform sampler2D sInput1;
uniform sampler2D sInput2;
uniform sampler2D sInput3;
uniform vec4 iDate;
uniform float iSampleRate;
//Use as you will.

void main()
{
//Sawtooth function to pulse from centre.
float offset = (iGlobalTime- floor(iGlobalTime))/iGlobalTime;
float CurrentTime = (iGlobalTime)*(offset);

vec3 WaveParams = vec3(10.0, 0.8, 0.1 ); 

float ratio = iResolution.y/iResolution.x;

//Use this if you want to place the centre with the mouse instead
//vec2 WaveCentre = vec2( iMouse.xy / iResolution.xy );
   
vec2 WaveCentre = vec2(0.5, 0.5);
WaveCentre.y *= ratio; 

vec2 texCoord = gl_FragCoord.xy / iResolution.xy;      
texCoord.y *= ratio;    
float Dist = distance(texCoord, WaveCentre);


vec4 Color = texture(sInput0, texCoord);

//Only distort the pixels within the parameter distance from the centre
if ((Dist <= ((CurrentTime) + (WaveParams.z))) &&
(Dist >= ((CurrentTime) - (WaveParams.z))))
{
//The pixel offset distance based on the input parameters
float Diff = (Dist - CurrentTime);
float ScaleDiff = (1.0 - pow(abs(Diff * WaveParams.x), WaveParams.y));
float DiffTime = (Diff * ScaleDiff);

    //The direction of the distortion
	vec2 DiffTexCoord = normalize(texCoord - WaveCentre);         
    
    //Perform the distortion and reduce the effect over time
	texCoord += ((DiffTexCoord * DiffTime) / (CurrentTime * Dist * 40.0));
	Color = texture(sInput0, texCoord);
    
    //Blow out the color and reduce the effect over time
	Color += (Color * ScaleDiff) / (CurrentTime * Dist * 40.0);
} 

fragColor = Color; 

}

Can you put it in a code block? Also if you can post the project file with it, that’d be helpful.

well since it worked fine the 2nd time there is actually no problem anymore.

I’m wondering if its because I had a few td projects open at same time using shaders.
could that be it? If I manage to reproduce that error I’ll send for sure. (or having shader toy running on web page in background) could that be why?