A programming language for OpenGL shaders.

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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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94 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
58 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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177 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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375 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
142 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
581 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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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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60 views

Error drawing two VAO, each one using different shader programs (vertex + fragment shader) in OpenGL Core 4.3 / GLSL 430 (SOLVED)

I am trying to draw over a GL_TRIANGLE_FAN one texture to render video frames, using shaderProgram1, and render above it some points (GL_POINTS) using shaderProgram2. By this way: (OpenGL Core 4.3) ...
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442 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
310 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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2answers
81 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
186 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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1answer
559 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 ...
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1answer
189 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
139 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
96 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
159 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
191 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 ...
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1answer
153 views

Shader applied to Texture is not showed in GLSLES

I'm trying to learn the basic of shaders following basic tutorials in Ogre. I use GLSL ES 2.0 #version 100 I think I have a basic concept problem. I'm trying to render a model + texture without make ...
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1answer
286 views

GLSL- How to change a certain color of a sprite, to another color passed into the shader?

There are sprites, with certain pixels being bright pink, and a shader dyes these pink or grayscale pixels to a custom color determined by the player. For example, a character looks normal except for ...
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1answer
140 views

List of GLSL ES built-in variables

I am writing an article on WebGL and three.js, I'm trying to search all the built-in variables available in the vertex and fragment shader. I've found many sites mentioning some, for example: ...
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1answer
150 views

GLSL does weird things to my view matrix [closed]

uniform mat4 model; uniform mat4 view; varying vec4 vColor; void main(){ gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = view * model * gl_Vertex; vColor = gl_Color; if(view * ...
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3answers
454 views

in the shadow of a sphere [duplicate]

(Related, but somewhat different, to my previous question) How can I determine in a fragment shader if a fragment is in the shadow of a sphere? That is, if it is occluded by the sphere and is past ...