Multi pass shaders, are they still working?

Are the multi-pass shaders still supported in Corona?
I tried launching the sample code FilterGraphDemo in Corona and I’m getting a Runtime Error

ERROR: Could not find or load shader (filter.exampleBlurGaussian) /Applications/CoronaSDK/SampleCode/Graphics-Premium/FilterGraphDemo/main.lua:43: attempt to index field 'effect' (a nil value) stack traceback: /Applications/CoronaSDK/SampleCode/Graphics-Premium/FilterGraphDemo/main.lua:43: in main chunk

There seems to be no documentation at all regarding multi-pass shaders in the Corona Docs, the only info I got was from this blog post (http://coronalabs.com/blog/2013/10/17/tutorial-multi-pass-shaders-in-graphics-2-0/)

The doc effects page (http://docs.coronalabs.com/guide/graphics/effects.html) also has no mention of multi-pass.

So I’m wondering if it has been discontinued or I’m doing something wrong.

Thanks

BTW, I’m running Corona Version 2015.2560 (2015.2.12)

Can you drop back a few daily builds and see if you’re still having the issue?
 

Thanks

Rob

Hey Rob, 

I just downloaded and tested a few builds and the last version the multi-pass shaders are working is the the 2015.2551.

I noticed in the changelog of 2552 there has been some work on the shaders:

  • Shader: Finer-grained precision control, shader compiler error logging, and effect definition.

So I’m wondering if maybe the syntax has changed?

I’ve alerted engineering to try and get some more information about what changed.

Sorry, we recently had to add namespacing, so the name of the effect changes slightly when you are defining custom multi-pass effects:

“filter.exampleBlurGaussian” => “filter. custom.exampleBlurGaussian”

Thanks for the info Walter. 

I think it would be nice to add a page in the docs for the multi pass shaders.

Can you drop back a few daily builds and see if you’re still having the issue?
 

Thanks

Rob

Hey Rob, 

I just downloaded and tested a few builds and the last version the multi-pass shaders are working is the the 2015.2551.

I noticed in the changelog of 2552 there has been some work on the shaders:

  • Shader: Finer-grained precision control, shader compiler error logging, and effect definition.

So I’m wondering if maybe the syntax has changed?

I’ve alerted engineering to try and get some more information about what changed.

Sorry, we recently had to add namespacing, so the name of the effect changes slightly when you are defining custom multi-pass effects:

“filter.exampleBlurGaussian” => “filter. custom.exampleBlurGaussian”

Thanks for the info Walter. 

I think it would be nice to add a page in the docs for the multi pass shaders.