A programming language for OpenGL shaders.

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2
votes
0answers
22 views

Simple square vertex lifting shader

I am trying to rebuild the fur effect in Viva Pinata. Here each square becomes a pattern of fur I imagine the process to be like this... U lift one end of the triangles. Now I need to ...
5
votes
3answers
145 views

Random black pixels GLSL shader bug

I've recently been following a tutorial for writing a game engine in Java using LWJGL 2. I followed the tutorial for writing a fragment shader that utilizes spotlights in GLSL. The example game ...
0
votes
0answers
62 views

How should i go about rendering voxels?

What i would like to do is something like this: And iv'e considered just brute-forcing it with raytracing and octrees and such. However, is it fast enough? What would be the fastest method for ...
1
vote
1answer
32 views

Check if vertex is visible in shader

Im trying to figure out when a vertex is visible from the main camera. I have this function: bool in_frustum(float4x4 M, float4 p) { float4 Pclip = mul(M, float4(p.x, p.y, p.z, 1.0)); ...
3
votes
0answers
19 views

LibGDX: Shader files in assets - Access is Denied

I stored the glsl files in android -> assets -> shaders directory, but when I run the app, an error is displayed: Error:Gradle: Execution failed for task ':android:mergeDebugAssets'. Error: ...
2
votes
1answer
28 views

glUniformMatrix4fv OpenTK equivalent

Very simple and quick question which surprisingly I couldn't find an answer to over the internet: what is the equivalent of glUniformMatrixfv for opentk? I've browsed all the 7 overloads of GL....
2
votes
0answers
130 views

How to “hot-reload” a glsl shader

I am wondering if its possible to dynamically change shaders while the code is running. In my game, I want to have a development mode in which users can change the shader source and dynamically see ...
3
votes
1answer
156 views

Trying to implement forward rendering in OpenGL

I'm working on implementing forward rendering in my 2D engine, as far as I'm aware everything should be set up correctly, I've ran into some issues earlier but I'm sure I've fixed those at this point. ...
2
votes
1answer
65 views

OpenGL GLSL using projection,view and transformation

I have been trying to get a simple triangle to render on the screen but an unable to using the Projection, View and Transformation Matrix's but an unable to get anything to the screen. Main loop ... ...
0
votes
1answer
63 views

drawing of heightmap gives weird single pixels

I'm working on a game where I want to generate a heightmap, however it draws a bunch of random white dots in a mostly black background, the function I have looks as following: void heightmap::layer1(...
1
vote
0answers
17 views

Simple coherent noise function to use in a GLSL shader

I'm looking for a simple (but especially fast) coherent noise function to use it in a shader written in GLSL. I don't need it to be excessively smooth or good looking, I just need that it has the ...
0
votes
2answers
30 views

What does this shader error in Löve2D mean?

What could I've done wrong to get the following error message when trying to create a GLSL shader in Löve2D? I'm sincerely clueless of what the mistake could be, though I suspect the error being a ...
2
votes
1answer
52 views

texelFetch weird behavior

I am writing an isometric game engine on OpenGL (version 3.3 specifically). For each wall tileset i have volume mask tileset for the wall relative volume coordinates. Volume mask looks like this: ...
4
votes
0answers
51 views

Environment mapping without cubemap (need coordinates projection)

I'm working on a project with C++ and glsl (4.1). I have implemented a mirror object which is a plane at height 0 that works as follow: I render the scene with a MVP computed such that the camera ...
0
votes
0answers
34 views

Blur shader decals

Im trying to implement custom shader for decal GroupStrategy in libgdx, and I'm having some noob GLSL and OpenGL problems. I have implemented shader looking at this: http://xissburg.com/faster-...
0
votes
1answer
57 views

GLSL - Only draw arond point / flashlight effect

I'm currently trying to achieve a sort of flashlight effect in GLSL. I only want to draw textures within a certain distance of a specified point (the mouse position, for example). Here's a quick ...
2
votes
2answers
52 views

Generating face normals with the geometry shader

I'm trying to visualize the face normals for a mesh, using the geometry shader to generate lines represeting the normal vectors. My intention was to draw that line from the triangles centroid, ...
1
vote
1answer
44 views

Single pass box blur is not giving same result as double pass box blur

I've been using 2-pass box blur written in GLSL in Blender without problem. Blur horizontally: uniform sampler2D bgl_RenderedTexture; void main() { float blur = 0.3; float resolution = ...
2
votes
1answer
52 views

Shader only rendering 1/4th of the screen

I've asked the same question on SO here and they suggested I should ask here instead. I'm currently trying to create a gaussian blur shader, and while I've successfully created the blur effect my ...
0
votes
1answer
34 views

GLSL uniform array with size set by another uniform

Will the follwing GLSL code work? #version 330 uniform int size; uniform float[size]; void main() { //do something }
1
vote
2answers
61 views

OpenGL [LWJGL3] - Matrix4x4 not rotating correctly

I tried today to make my own matrix4f class because of that LWJGL 3 does not include a class for it. So I arrived at rotation and it does not seem to work. I tried using the old util from LWJGL 2 and ...
1
vote
0answers
31 views

Logical operations per component in GLSL

According to the OpenGL spec in GLSL, the logical operators: &&, || etc work between booleans, not vectors of booleans. So, what is the best way to perform the logical and/or per component in ...
0
votes
1answer
113 views

Making a GUI shader in GLSL c++/opengl/freeglut

How do you make a shader that will draw ontop of everything else? Im using an approach where I draw square faces in 3d space to simulate a 2d box, but when I make a 3d object, it will clip over the 2d ...
1
vote
2answers
65 views

How to optimize this branching instruction?

I have an outline shader, which samples my texture 8 times to compute the outline. The problem is, that there's transitional alpha values between picture and background. To cut them off I'm using the ...
1
vote
1answer
60 views

OpenGL is box blur this slow?

I've never tried blur until recently, and by that i've noticed fps drop when doing box blur. My fps will go down from 4000-5000 fps to 1000-1500 fps. Currently rendering at 853x480 frame buffer and ...
1
vote
0answers
30 views

Inverted FXAA Shader

I'm trying to use an existing FXAA shader which works but when I try to run it the filtered image is inverted. http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-...
1
vote
0answers
28 views

Skin Mesh Animation Shader Issue

I'm having troubles with properly animating a skin mesh from an .fbx file. I feel like the issue is in the shader, but not sure what is going on. All I know is that I am getting unexpected results ...
0
votes
0answers
58 views

vertex shader doesn't work properly

Linux, OPenGL 3.0, GLSL 130 (Intel card) I'm learning OpenGL and successfully rendered a triangle, but as soon as I create the matrix of projection I get an error. The shader compiles and works ...
1
vote
1answer
90 views

GL uniform variables

I have been studying on glsl lately, starting from very simple vertex and fragment shaders creation for Blender3d, I was quickly drawn to writing the OpenGL context in C++. I find it difficult to ...
1
vote
1answer
65 views

Solution for Shipping Optimized and Minified GLSL?

I've tried to find a reputable optimizing compiler for GLSL that takes source shaders, performs what optimizations it can statically assume, and outputs a minified GLSL file with optimizations, ...
1
vote
2answers
57 views

OpenGL strange color issue

I recently made terrain generation for my game, and I created a lighting system (simply diffuse lignting), but there's a strange problem around the edges. I know, OpenGL interpolates the different ...
0
votes
0answers
72 views

How to properly use a 3D texture in OpenGL 4?

I working on a student project which consists to make clouds volumetric rendering and implement the feature in an existing engine based on OpenGL 4 and written in C++. To do so, I have set a compute ...
2
votes
0answers
65 views

GLSL shader with light colors wrong on nvidia optimus

So, I built some code to draw a spinning cube with a red light on the right side, and a blue one on the left. I run it on my laptop with optimus graphics, and on my desktop with nvidia. On the laptop, ...
3
votes
0answers
243 views

Schlick Fresnel Shader

I hope you are all doing ok. I have an issue with my Fresnel shader that doesn't allow the Fresnel to change as my camera moves around. I'm not sure what i'm doing wrong. I'm using glsl with the ...
0
votes
1answer
91 views

Black Screen when using High-Performance NVIDIA Processor

I have an issue where my program renders a black screen on other computers. I narrowed it down to when a different graphics card is being used. When I run the program using Integrated Graphics (...
2
votes
0answers
72 views

Physically-based BRDFs

I'm starting to implement a real-time PBR shading pipeline in one of my projects and had a few questions that I thought folks around here could help clarify. 1) Is it fair to say that in a PBR ...
0
votes
1answer
75 views

GLSL Shader not compiling (Android & LibGDX) and no log available

I'm trying to get a "ripple"-shader working for OpenGL ES 2.0+ (using LibGDX). However, I can't get it to compile, and for some reason ShaderProgram.getLog() returns an empty string even though the ...
9
votes
1answer
168 views

Screen tearing in fragment shader on R9 380 GPUs

two players are encountering an issue with my game where the screen is tearing when it uses a fragment shader but it only seems to be doing this for players with a R9 380 GPU. Here is what it looks ...
1
vote
1answer
122 views

GLSL strange if statement problems

I'm trying to use if statement in my fragment shader. I want to compare my in int finalLightType[4]; Here is my vertex shader code and fragment shader code: Vertex: #version 400 core in vec3 ...
0
votes
1answer
84 views

Projection Matrix Breaks My Rectangle

This is my vertex shader, shown below. #version 330 core in vec3 a_position; in vec4 a_colour; // FOV = 70, near plane = 0.1, far plane = 1000 const mat4 u_projection = mat4( 1.428148, 0.0, 0.0,...
0
votes
0answers
59 views

SSAO attenuation problem

I followed this tutorial and I'm getting incorrect results for SSAO. My gBuffer seems valid. Here is a picture showing Ambient Occlusion, Normalized Depth, Normals in View Space and Position. ...
1
vote
1answer
96 views

Best way to find line segment intersection

I need to find the point of intersection between two line segments in 2D space. I receive them in terms of both coordinates of both lines. Because they are line segments I would also need to know if ...
0
votes
0answers
72 views

Modern OpenGL and SpriteBatching

I tried to find tutorials regarding SpriteBatch done in Modern OpenGL 3.0+, but failed to find any good resources so far. So can anybody please provide me a good resource/tutorial to achieve ...
0
votes
0answers
38 views

Issue with Use SSBO OpenGL

Students that use OpenGL. Do not speak English well. So please understand. There is currently a problem C++ Code Setup() : glGenBuffers(1, &ssboHandle); GLuint ssbo_binding_point_index = 0; ...
0
votes
0answers
39 views

LWJGL 3 GLSL normal problem

I have a pretty strange problem today. I started to make a 2d game yesterday, and everything was right until now. I wanted to make a lighting system, wich required me to send the vertexnormal from ...
-1
votes
1answer
47 views

OpenGL/GLSL matrix in uniform block confusion

I'm a bit confused about the proper way to send a matrix from my code (C++) into a GLSL shader. My matrix object is stored in row major format in memory. If I use the following shader code it works ok....
0
votes
1answer
710 views

Will Vulkan Kill the use of GLSL? [closed]

After reading this link I am still unclear as to the shading language support in Vulkan. As Vulkan only supports SPIR-V is it the case that GLSL is therefore being phased out? Are there any ...
0
votes
2answers
126 views

Why does rotating my quad appear to move it farther away?

I have created a 3x3 matrix class which is then passed over to OpenGL Vertex Shader for transform my Quad. I have been trying to rotate my Quad around Z-Axis. Rotation is working but the Quad getting ...
0
votes
1answer
53 views

OpenGL: strange thing with depth and text rendering

TL;DR I render a scene with M,V,P matrices as always. Than I render something (in this case - text) without any matrices and using separate shaders pair on coordinates with Z = -1. Somehow it's ...
0
votes
0answers
70 views

Unity - _LightMatrix0 and Directional Light

I am trying to access the _LightMatrix0 in a forward base pass to calculate some light point of view coordinate but it seems that the _LightMatrix0 is empty with directional light. Any idea how can I ...