@number6Hi, thats good news !! At least your RADEON R7 260X
http://www.amd.com/en-us/products/graphics card is working this shader. By the jerking I suspect its limitation is its multithreading capacity. The NVIDIA GTX 660 has less multithreading capacity than the GTX 660ti (which is why I upgraded my rig from the standard gtx card spec. to ti ) and that may also explain why
@HSS was having problems earlier with some multi-texture SCNs on his GTX 650, and OMG yidincrete with his GT 640m cannot report because still trawling thru Windows10 nightmare land..good luck with drivers :-/.
Ok for extra nerdy fun, when I return from break, I will be putting some hopefully useful tips & tricks I've been using recently for debugging any shader codes. eg:
1. line numbers on shown VGPlayer's debug screen are a combination of Scene (SCN) file-called code lines & shader lines,. A further complication is that empty code line spaces may or may not be counted by debug reports. If you want to know WHERE you are looking in the Notepad++ code using the VGdebug report, try guessing where it is in Notepad++ , and then place a string like 'wtf' on a line resave and rerun the scene. Then review your shader code again & count lines up or down from there. Don't forget to re-edit & resave the shader back again after ;-)
In this case you can see running with 'wtf'..its actually on VGdebug's line 57 not 52...
ie: Debug will report 'wtf''s line location as read by the VGPlayer.
Edit:
@Number6 try stroking off the two shader calls in the SCN framebuffers
@lines 39 & 44, and see if that affects the jerking. I think those calls are redundant there anyway.
Also wrt the sparklies..@TheEmu explained on page 24, three posts down, how GPU's deal with textures so if you have lots of detailed discontinuities of contrasting colors the averaging effect pixillates blockiness. Best fractals to use in animated scene files like these, will obviously then be lots of open gradients and limited small filigree :-)