A programming language for OpenGL shaders.

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How can I avoid applying textures to a fragment in a shader when the surface normal is (0, 1, 0)?

I have a small GLSL shader with a vertex shader and a fragment shader. I want to avoid applying textures to faces that have a normal equal to (0, 1, 0). Is this possible? These are my shaders: ...
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350 views

VBO in a class doesn't draw when The class has a destructor

I am making this class QuadTemplate class QuadTemplate { public: QuadTemplate() { vbo=0; uvbuffer=0; vao=0; TextureID=0; vboType=0; ...
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1answer
154 views

deferred rendering and a few shading functions

How to use a few shading functions together with deferred rendering (for example some objects are shaded based on a lighting equation, other get a fixed color) ? I draw a full screen quad when ...
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3answers
1k views

Can't render to FBO using a shader

I've added functionality so that I can render to a framebuffer (for post-processing and stuff). I can successfully render to my framebuffer and then render that framebuffer, but anything with a ...
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1answer
165 views

Terrain shader from heightmap opengl GLSL

I generated a terrain from a heightmap and now I'd like to apply shader on it which can contain different textures, based on height but I can't adapt any online code to my project. This is the ...
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1answer
215 views

Java, Crashing with a Shader on Intel HD Graphics

I just got a new computer (Acer Aspire ES1-311) which has an integrated Intel HD Graphics card, and I noticed that this fisheye shader crashes my game (LibGDX game, VM Crash): varying vec2 ...
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1answer
565 views

Getting the real fragment depth in GLSL

I am trying to write a simple GLSL shader that just renders the real (not normalized) depth of a fragment as a floating point value. So far, I've figured out how to get the depth of a vertex, and ...
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2answers
136 views

Best way to detect if vec3 is between vec3(x) and vec3(y) in glsl

As titled I am sampling from a texture and if the color is somehow gray [vec3(.8), vec3(.9)] and an uniform is 1 I need to substitute that color with another one I am not a glsl veteran but I am ...
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389 views

What coordinates are we passing to pixel shader from vertex shader?

I have read articles about shader programing and understood the very basic knowledge of shader programing. One thing I always get confused is about the texture mapping. What I pass(output) from VS to ...
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445 views

More than 8 lights without deferred shading / lighting [closed]

I want to know if there is any technique (efficient) to use more than 8 lights in a scene made ​​with OpenGL and GLSL. Without making use of deferred shading / lighting. I have not implementadon ...
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1answer
81 views

Way to avoid excessively bright objects with specular lighting?

I have a typical Phong shading with specular light. I have all the parameters tuned so to give appropriate highlights from a point light source. Now the problem I have is a new object that has a large ...
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449 views

Optimizations using GLSL shaders

I have written a simple OpenGL application using GLSL shaders. Actually, my program just displays a simple cube with a phong lighting effect like below : Here's a peace of the client code : ...
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261 views

Providing texture coordinates and using indexed drawing at the same time

Please consider the following vertex structure struct vertex { vec3 posL, normalL; }; Using this vertex layout, we can provide the vertex data in an interleaved way, i.e. ...
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218 views

How does OpenGL determine different outputs with shaders?

Lets say I have this GLSL code: #version 330 out vec4 outputColor; void main() { float lerpValue = gl_FragCoord.y / 500.0f; outputColor = mix(vec4(1.0f, 1.0f, 1.0f, 1.0f), ...
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1answer
187 views

why is my OpenGL texture transparent?

I have a terrain in OpenGL, and two textures which I am combining using GLSL mix() function. Here are the textures I am using. Now I am able to combine and mix these two textures, but for some ...
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1answer
186 views

Why are some of my normals facing away from the camera?

I'm trying to use WebGL to render some simple models, and I'm running into issues where pixels near the edge of my model are passing normals to my fragment shader that point away from the camera. This ...
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1answer
108 views

How can I animate a portion of the textures on a model?

I have a model to which I have attached multiple textures. Both textures are currently static, but if I want to move (or slide) the texture which is on the top (in UV space), is that possible? Maybe ...
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1answer
1k views

GLSL billboard move center of rotation

I have successfully set up a billboard shader that works, it can take in a quad and rotate it so it always points toward the screen. I am using this vertex-shader: void main(){ vec4 tmpPos = (MVP * ...
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2answers
2k views

Draw wireframe overlay of model in GLSL

I have a 3D model that has a GLSL script, and I want to draw a line on each border of its polygons in the fragment shader. What should I do? Note: I am using Ogre3D, so I can't use OpenGL's ...
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1answer
104 views

Vertex and Fragment Shader worldNormal

How to access/calculate worldNormal in a Vertex and Fragment shader ? Thanks a lot !
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1answer
380 views

GLSL Shaders-> How to manage?

As your game get's bigger and bigger, you will use more and more different shader effects. Let's take an easy example: I have clouds in my voxel-based world, and I want to give it a blue-ish tint ...
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1answer
224 views

texture movement stutters

Hey I at the moment I have got my texture to move however it stutters as I increment by 0.001 every second. My animation is done via FPS if that make sense and here is some code FrameCount++; ...
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2answers
426 views

LWJGL Game crashes on some other machines [closed]

I just tried running my game on a friend's laptop, but for some reason it crashes. The exported .jar runs fine on my machine, and some others too. I can see that is has something to do with the ...
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1answer
919 views

vec4 for vec3 multiplication while calculating the specular value

I'm following this tutorial to calculate the specular color of a vertex. I use OpenGL 2.1 with GLSL version 120. This is the formula that I apply: spec= (R*eye)^s * Ls * Lm With: ...
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1answer
305 views

OpenGL RTT FrameBuffer question and Rendering to texture while sampling it

What i need to do: Blur the selected texture and pass the texture to another effect for postprocessing. Notice that i want one texture passed all over. How do i want to do this: Bind the FBO ( ...
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2answers
748 views

GLSL light coloring blocked surfaces

I have created a very simple lighting shader. It currently only supports point lights, but it lights up surfaces that are completely blocked from the light. I know why, but I want to know how I can ...
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1answer
35 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 ...
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1answer
121 views

Help me understand this vbo/rotation, and how its done opengl c++

Im pretty new to opengl, and I just cant figure out how to rotate this vbo/vao in 2d space. This is how I bind my coordinates: float points[] = { 0.0f, 0.10f, 0.0f, -0.10f, -0.10f, 0.0f, ...
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1answer
84 views

Draw cube in glsl shader

I am working on a voxel engine. Currently my cubes are rendered as vbos. I thought, it may be better to load only the cooridinates of voxels to the shader and make it draw a cube itself. Can someone ...
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1answer
82 views

Processing through multiple shaders (LWJGL/Java/OpenGL)

Very simple question: Is it possible to process a vbo through different shaders? If so, how? What I want is sth like this: reflectionShader.bind(); //starts shader reflectionShader.load(some_values); ...
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2answers
79 views

Passing data into a vertex shader for perspective divide

In OpenGL and GLSL, I am just learning about perspective projection and the vertex shader. However, I am a little confused about what data actually needs to be passed to the vertex shader, and what ...
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2answers
98 views

How do I start and stop a GLSL shader?

Is there a way to start and stop a shader?. I want to use this shader to sweep once over my texture and then stop. Does anybody know how to do that? void mainImage( out vec4 fragColor, in vec2 ...
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2answers
98 views

Problems with Rotation Matrices on Certain Axes

Here is what my rotation matrix looks like: public Matrix4f initRotation(float x, float y, float z) { Matrix4f rx = new Matrix4f(); Matrix4f ry = new Matrix4f(); Matrix4f rz = new ...
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1answer
132 views

change position/orientation of a bone using assimp

I have been using assimp to import rigged models and animations. I followed this tutorial for skeletal animation and I have got it done properly. The part that I am trying to do now is to orient a ...
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1answer
474 views

How to use a buffer in GLSL to do a LUT-lookup?

I am currently on a medical application which needs different kinds (up to totally individual) lookup tables (LUT) for image display. And this done with 10bit finish. So it is most of the time ...
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1answer
111 views

Cubemap faces rotation in GS shader

I Can't get correct rotations for cubemap faces. Thats should come to geometry shader, from camera "view" matrix I want make 6 faces for my cubemap, but seems I can't get it correctly... My first ...
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1answer
236 views

Fragment Shader output type error

StackExchange! I've been working with opengl for a bit and I'm trying to finally load the shaders instead of having them inline. I'm having a ton of issues, though. As soon as I solve one, another ...
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2answers
66 views

Overload how an object instance of a class is treated when used

So I've made this struct that encapsulates a glm::vec4. This is because vec3s are treated as 16-byte in GLSL, but I don't want to assign a vec4 if I only really need 3 components. Anyway, my question ...
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1answer
160 views

Ray casting problem using JOGL

I'm trying to port an old perfectly functioning ray casting implementation from my lwjgl project (FF pipeline) to a new project using JOGL and shaders. My problem is that my ray no longer intersects ...
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1answer
377 views

Uniform Block solve padding/alignment for vec3 in CPU struct

I have a struct on the CPU which I'm sending to a uniform block in my shader. After a bit frustration I finally got it to work. The problem I had was that vec3s are actually treated as 16-bytes, or in ...
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1answer
212 views

GLSL: Vertex attribute to int

I'm trying to write a shader which renders a multitextured geometry wihout rerendering the geometry with each texture. In my test I'm not using textures, I just convert the texture index to a color ...
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1answer
417 views

3D position of an arbitrary UV coordinate

I have a UV map for a 3D mesh that encodes "links" between pairs of UV coordinates. I have previously defined this links (or pairs), one to one. The links are enconded using the function rgb_color(u1, ...
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1answer
137 views

Blurring part of the screen - optimisation

I develop 3d menu and sometimes I need to blur only part of the screen. I use a forward rendering. I create a frame buffer object with 3 color attachments. Rendering looks like this: bind fbo ...
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1answer
113 views

Proper way to encapsulate a Shader into different modules

I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP ...
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1answer
290 views

GLSL to Cg fragment shader

I have found very useful resource on the Swiftless website on OpenGL. Unfortunately, I cannot manage to adapt a GLSL fragment shader to my project, which uses Cg. Here it is: uniform sampler2D ...
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1answer
1k views

Transforming normal vector in GLSL

I'm looking at a basic diffuse light shader here http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Diffuse_Reflection. Diffuse light needs the normal vector in eye-space, so that it can dot it with ...
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1answer
564 views

(WebGL) Point light per-fragment issue

I'm using an FPS-like camera, this is the code: CAMERA mat4.identity(mat.mvMatrix); mat4.rotate(mat.mvMatrix,degToRad(-camera.pitch),[1,0,0]); ...
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1answer
317 views

Combine framebuffer-textures to default framebuffer

I know frame-buffers are not textures themselves, but they do contain a texture, given they are set up correctly, which I believe mine are, as: (status == GL_FRAMEBUFFER_COMPLETE) returns true. ...
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1answer
312 views

Why do the ALPHA channel in TGA is not visible?

Good morning GDSE, I am loading a TGA using loadTGA function found in superbible 4th edition source code. Here is how the image looks in Gimp You can see I have enabled alpha channel in Gimp, I ...
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1answer
618 views

fragment shader directional light positioning with camera

Im trying to set up directional lighting in the fragment shader. So the direction of my light moves with the camera position. #version 150 core uniform sampler2D diffuseTex; ...