A programming language for OpenGL shaders.

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C++ - SFML - OpenGL - GLSL - smooth waving texture

I have this shaders: Fragment: uniform float time; uniform sampler2D texture; void main() { float t = time; vec2 aux = gl_TexCoord[0].xy; // This would also make waving/deform the ...
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28 views

Encoding Floats to RGBA and Blending causing artifacts

I am using float packing to encode a float value inside a RGBA texture because I don't have access to float texture unfortunately. Here are the function I am using for encoding and decoding. inline ...
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1answer
54 views

Encoding Float to RG/RGBA and Blending

Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of ...
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61 views

Assimp - generate tangents and bitangents

I have started using Assmip 3.1.1 in my OpenGL application. Let's consider a simple example. Here is obj triangle model: mtllib triangle.mtl v -5.0 0.0 0.0 v 0.0 0.0 0.0 v 0.0 5.0 0.0 vn 0.0 0.0 ...
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72 views

Render model with meshes with materials and/or textures

I'm making a model class that is using Assimp in the background. I want my models' meshes to be able to have a material and an optional texture on top of that. Right now I'm doing it like this: for ...
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1answer
135 views

Trying to implement Camera

I'm trying to implement a Camera class in order to walk and look on the world as follow: #ifndef _CAMERA_H_ #define _CAMERA_H_ #include <glm\glm.hpp> class Camera { public: Camera(); ...
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87 views

Artifacts rendering high-poly procedural meshes with OpenGL

I am having some issues when rendering some procedural generated meshes. There are some really wierd artifacts when rendering high-poly count meshes (not that much actualy). I have been able to ...
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67 views

Dynamic VBO update possibly corrupting data?

I want to draw a line between two vertices. On a mouseclick the vertex data will change and I want to update the line to use the new values. I am using a VBO for this and it looks like the update ...
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80 views

Tessellation shader pass-through : Nothing displayed

I am trying to set a pass-through tessellation shader and then build on top of that while learning. From what I found/read I need to do in the TE shader everything that was done in the vertex shader ...
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23 views

Artefact in VSM as if GL_DEPTH_TEST disabled

I am trying to implement VSM and I incurred in a strange issue. I render them as follow: glUseProgram(shadowMapProgramID); glEnableVertexAttribArray(0); glBindFramebuffer(GL_FRAMEBUFFER, ...
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23 views

Transform screenquad around object's view space boundaries (GLSL)

Im not sure how to ask this, but essentially I am looking for a way to optimize rendering screen quad lights per object. I have a deferred renderer that draws directional lights onto a screen quad. ...
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1answer
139 views

How to load and render PhysX 3.3 heightfield

I'm trying to load a PhysX 3.3 heightmap and render it with OpenGL using glm and glfw, but so far it doesn't seem to be working. I'm basing my code on the PhysX samples, and am also using FreeImage to ...
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152 views

Problems texturing a sphere using a cubemap

I have a single problem which I've attempted two methods to resolve. Neither is giving me 100% results. I've read about 100 tutorials and looked at code but it's just not working out for me; I believe ...
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89 views

Is it possible to loop over an array of samplerCube/samplerCubeShadow using OpenGL/GLSL?

I try to manage a scene with several point lights. For the moment my program works perfectly with just one point light. So I have in my fragment shader the following uniform declaration: uniform ...
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21 views

Shader | Special Effect - Unit selection [duplicate]

I would like to know how the shaders used to show which unit is selected are made. Here is an image to illustrate. How the merge effect of the blue circles can be achieved ? I didn't found any ...
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44 views

GLSL 150 (or upper) per pixel lighting base code

I'm looking for a working example of smooth per pixel shading for one directional light I've seen this example http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php but its old GLSL ...
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2answers
183 views

Passing variables down the pipeline glsl

I am sorry to post a question that may be easily tested, but I don't have an OGL4+ hardware at the moment and I have to make some design decision beforehand so I wanted a clear scenario. Looking at ...
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147 views

Problem when using two different shaders

I have created a simple shader for drawing my scene in OpenGL. When another shader was introduced, a problem appeared. I use the first shader and draw few objects in the scene. Then I use the second ...
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39 views

Shadow bias selection with moving light

I've been looking at shadow mapping and although I managed to get them to work selecting an appropriate bias. The problem is when I start moving the light. The shadows work fine for not extreme ...
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91 views

gl_ClipDistance[] not working

I am unable to get gl_ClipDistance to work. The results I'm getting are the same as if I didn't enable clip distance. I have called glEnable(GL_CLIP_DISTANCE0); and glEnable(GL_CLIP_DISTANCE1); in ...
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2answers
93 views

Trouble getting shadow maps working

I am trying to implement shadow maps in my game following this tutorial. For some reason, the light is not being occluded. In the above screenshot, the big white sprite in the foreground is a ...
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1answer
76 views

Light direction not being calculated correctly

I'm trying to implement deferred lighting in my game, and have run into an issue with normals. The image above shows the lighting being applied to a tile map. The yellow shade represents the ...
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1answer
219 views

why is glVertexAttribDivisor crashing?

I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is ...
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122 views

Using multiple uniform blocks in OpenGL

I'm using OpenGL with JOGL and want to use two unfirorm blocks in my vertex and pixel shaders. The following GLSL-Code shows the definitions:- uniform perObject { Material uMaterial; mat4 ...
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1answer
76 views

How do I follow this glsl1.2 + lights + shadows tutorial?

I am following this great tutorial but I have many questions. Let's see if I understand the basic idea. 1. I must create the same number of FBOs that lights (maximum 8). 2. I must create the same ...
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1answer
122 views

GLSL/SFML - Only make portion of texture alpha

I'm trying to take a portion of the current texture and turn it to 50% transparent. I send in four values, signifying the rectangle I want to make transparent. It seems every time, however, that ...
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168 views

glsl fragment shader work diffrently on different devices

i'm making a 2d android game where i have a mechanics that allow the player to move the camera away from the main character, and to not allow him to explore the hole world, a have create a Fog shader, ...
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142 views

parametric 3D sphere unwrapping math for perfect 3D-textures

After some time looking or it on the internet I can't find the proper answer to my concern. I'm currently generating 3D textures on a shader for my planets to avoid sphere mapping issues (pole, ...
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1answer
158 views

Linking error at tessellation shaders in GLSL

I'm testing the triangle tessellation from the link http://prideout.net/blog/?p=48#shaders . All the shader are compiled correctly, but when I try to link the program using the command: ...
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31 views

Strauss model : no specular component [duplicate]

I implemented the Strauss model with the metalness, transparency and smoothness parameters, taking the formulas from the book "Programming vertex geometry and pixel shaders", this is how I implemented ...
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216 views

How can I compute spotlight attenuation when I only have a spotlight cutoff angle?

I am trying to compute the spot light attenuation, though I don't have a spotCosCutoff (cosine of the spotlight cutoff angle) predefined variable in the shader so I have to compute it myself. This is ...
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91 views

Triangle Clipping

I want to determine which part of a triangle is visible in a frustum in OpenGL, is there a way to get visible coordinates of triangle in the viewing frustum?
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1answer
57 views

Working with floats in OpenGL ES 2

Are there any reasons or situations one would use in their shader float(1) over just 1.0 ?
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171 views

Shadow-casting through time acting in “reverse” before next notciable shadowmap update

question was re-written to better explain the problem I have a scene of big thin parallelepiped, small cube, and a light source, all aligned on Y axis, like so: _ | | | |----[ ]----Light |_| Both ...
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354 views

Specular Light not working Phong shading

I want to implement Phong-Shading using GLSL. I also want to calulate all values using uniforms in the shaders. Nearly everything works fine, but there is an error with the specular term of the ...
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1answer
134 views

How to alter the angle of texture projection

I'm currently working on a 3Dish game; it's on a grid, with 3D props and the camera looking down on the grid at about 45º, but I want to use 2D sprites for the player and NPCs. Currently, I'm using a ...
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1answer
2k views

Simple pass-through geometry shader with normal and color

I've written a very simple pass-through geometry shader. My input and output primitives are points. I also want to forward the color and normal from vertex shader to fragment shader through geometry ...
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1answer
528 views

Correct Rotation and Translation with a 4x4 matrix

I am using a 4x4 matrix to transform verts in a shader. I multiply an identity matrix by a rotation matrix by a translation matrix. I am trying to first rotate the verts and then translate them, ...
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1answer
1k views

Formula for replicating glTexGen in OpenGL ES 2.0 GLSL

I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL ...
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1answer
422 views

OpenGL Tessellation makes point

A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void ...
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2answers
78 views

GLSL Normals not transforming propertly

I've been stuck on this problem for two days. I've read many articles about transforming normals, but I'm just totaly stuck. I understand choping off W component for "turning off" translation, and ...
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1answer
263 views

is instanced rendering faster? [closed]

Is instanced rendering used in GLSL faster than doing something like this.. for(int i=0; i<10; i++) { glDrawArrays(GL_POINTS, 0, 3000); } Suppose I want to render 'grass', which is the best ...
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1answer
179 views

OpenGL shader problem

So, I've been working on this game engine for a while now, and just the other day my friend tried running the program and his output doesn't match my output... My Program Output: His Program ...
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2answers
283 views

GLSL: Why can only some of the matrices be found? [closed]

I've been learning GLSL and to start I've been trying to replicate the fixed-function pipeline functionality with it, for 2D graphics. I've done it successfully in most things, so far, but I came into ...
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1answer
525 views

GLSL code is very slow…why? [closed]

I know this is a very difficult thing to simply modify without the full project code, but I am having a massive performance problem with GLSL code that seems to be very efficient to me. I am stuck at ...
-1
votes
1answer
161 views

Unity's pack 4 floats

Linked to: GLSL pack floats into an RGBA texture I found EncodeFloatRGBA/DecodeFloatRGBA shader functions in Unity https://gist.github.com/hecomi/9580605 Now I try to figure out how they work. So I ...
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2answers
99 views

How can I optimize these GLSL bitwise operations?

I need the following part of my vertex shader simplified. Sb=Sb|((gl_VertexID&(128+1))<<9); Sb=Sb|((gl_VertexID&(512+4))<<6); Sb=Sb|((gl_VertexID&(2048+16))<<3); ...
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1answer
65 views

how to turn (or solidify) water or fuild into solid material (Renderring Effect)

i want to implement an effect like this. for example, let's assume the clay are made of particles. liquids of clay flows for a while, then it becomes dry and rest.finally those particles becomes only ...
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1answer
114 views

How to optimize my lighting shader?

I want to create a lighting effect on a gray-scaled world using cocos2d-x. What I've done is creating a layer which runs a shader program that receives light positions and radiuses as input and ...
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2answers
184 views

Models are not rendered correctly. OpenGL

I'm working on my university OpenGL project and as a base of it I'm trying to combine several OpenGL tutorials, mainly tutorials from http://ogldev.atspace.co.uk/. The problem I have is that models ...