A programming language for OpenGL shaders.

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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; ...
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0answers
35 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 ...
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1answer
188 views

Raymarching on a Hi-Z buffer in GLSL

So I'm trying to implement Screen Space Reflections using a Hierarchical z-Buffer in GLSL. I'm following the approach from GPU Gems 5 and the Frostbite presentation linked here ("Stochastic ...
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1answer
39 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 ...
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1answer
427 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. Is GLSL being phased out? If someone were just starting and wanting to master shading languages and computer ...
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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 ...
24
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1answer
15k views

How do Raymarch shaders work?

I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
2
votes
2answers
1k views

How to do directional per fragment lighting in world space?

I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world ...
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1answer
49 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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0answers
62 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 ...
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1answer
37 views

GLSL shaders in a program

I obviously don't want the client to be able to view/modify my glsl code. Does this leave me with only one option, and that's to hardcode it in my cpp files? How do you deal with this issue?
3
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1answer
154 views

How to deal with overlapping black parts of Light mask textures?

I am using this masking texture for a dynamic lighting effect in my game: It looks beautiful until two lights begin to overlap: This is obviously because the textures are overlapping when I draw ...
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1answer
2k views

Phong lighting - there is something very strange with specular lighting

I implemented Phong lighting. Everything seems to work - torus and spheres are lighted as expected, etc. But I notices something strange regarding specular lighting of directional light. Here are two ...
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6answers
24k views
-1
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1answer
156 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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4answers
2k views

Passing array to uniform in glsl error

Here is my attemps to pass array to uniform array: struct Vector{ float x,y,z; } float threshold[2] = { 0.5, 0.25 }; Vector *kernel = new Vector[_kernel_size]; // _kernel_size==16 // fill kernel ...
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votes
2answers
118 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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1answer
44 views

Using one GLSL shader program for textured and untextured rendering?

Rather than have two separate shaders in my OpenGL code (one for when a texture is bound, one for when none is bound) I usually go for one shader program which handles both. This is my usual fragment ...
4
votes
1answer
109 views

How do I do selective water surface rendering?

I have a shader that renders the "texture" of a very realistic water on a tile in the 3D world using a Frame Buffer. The problem is that, for example, I only want to render the part that isn't below ...
2
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1answer
114 views

Tiled deferred rendering light culling

I'm trying to implement tile based light culling in opengl using a compute shader. I am using this as a guide. The lighting calculations work fine but the point light culling doesn't seem to work any ...
4
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1answer
182 views

Rotate billboard towards camera

I'm trying to create a particle system in OpenGL, and as such I need to use billboards. I need these billboards to face the camera at all times. The tutorials I've been following only rotated the ...
10
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1answer
13k views

OpenGL/GLSL: Render to cube map?

I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using ...
3
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1answer
1k views

GLSL Core Functionality Geometry Shader examples

I'm doing some research on geometry shaders and am having problems finding code examples/tutorials that does not use one of the extensions introduced before it was core functionality of OpenGL 3.2. ...
3
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2answers
4k views

computing gl_FragDepth

I am trying to draw spheres using a billboard, so I have a normal map with a z component that I am sampling in my fragment shader. I just need to add this z component to the depth of my fragment to ...
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1answer
6k views

GLSL if-else statement unexpected behaviour

This question is related to this other one I asked a few days ago. Because I have finally get to the bottom of the issue, I have rather preferred to open a new question with a more detailed ...
21
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1answer
4k views

Why does this geometry shader slow down my program so much?

I have an OpenGL program, and I'm rendering a terrain mesh. I displace the vertices in the vertex buffer and don't really color them in the fragment shader yet. I'm adding a geometry shader one part ...
2
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0answers
86 views

Texture coordinates for custom geometry in SceneKit ios9

I am trying to texture the a custom plane shape I created in scenekit on iOS9. I need the texture to spread out and stretch over the entire surface. I have a vertex and fragment shader on an ...
2
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1answer
43 views

(GLSL) Lighting code outputting a black quad

So, ive been transitioning to modern opengl recently and it's going rather well. But alas, something must go wrong. As the titel says, all I'm getting is a completely black quad. (Ive double checked ...
3
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1answer
1k views

Alpha Blending: use the pixel with the smallest alpha

I'm writing a transparency shader where I need any intersecting textures to, wherever they overlap, take the texture pixel with the smallest alpha value and render only that, discarding the other ...
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1answer
104 views

OpenGL Shaders Ignored

I have been following this tutorial to try and start learning OpenGL. However, upon compiling my code, my triangle turns out to be black. At first I thought that there was something wrong with the ...
0
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1answer
479 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
218 views

FAST position reconstruction from depth

I'm struggling a lot with reconstructing the world space position (or alternatively the view space position) from depth (by reading the depth buffer) in a performant way (in a full-screen ...
4
votes
1answer
235 views

How to handle the birth and death of particle without reading from the buffer

I've implemented a simple particle system where each particle has a position, velocity, age and lifespan stored in different SSBOs. Most of the data including all the position, velocity and age is ...
4
votes
1answer
68 views

Shaders: packing 4 textures into a single RGBA - slower?

I'm experiencing something really strange on an iOS mobile device. I have 4 textures, and after some profiling it seems, that doing four separate grayscale texture reads is faster, than reading the ...
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1answer
32 views

How can I move the camera directly under a certain plane?

I am attempting to render a "reflection" of a scene for water: To create this illusion, I need to render the scene from below, and then ignore all geometry below the water line. As such, I need ...
2
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1answer
100 views

How to blur image using glsl shader without squares?

I want to blur image with Gaussian blur algorithm. And I use the following shaders: Vertex shader attribute vec4 position; attribute vec4 inputTextureCoordinate; const int GAUSSIAN_SAMPLES = 9; ...
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1answer
179 views

OpenGL 3.3+ Problem with ortho projection for UI/HUD

I have to a little bit of a problem with drawing HUD elements on top of my 3d world using a ortho projection. My 3D world keep getting render but there is nothing showing of my UI. I wrap the code ...
3
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1answer
929 views

How do I create a jet engine exhaust effect with a shader?

How would I create a jet engine exhaust effect, as shown in the image from Fzero GX below. GLSL and OpenGL examples/solutions are prefered, though other resources are also welcome. Requirements ...
2
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0answers
47 views

Consistent Shadow Map Filtering

I want to filter my shadow map generated by PSSM, but the problem is that I have a inconsistent filter size. The problem is that the shadow map sources rotate to find the best fit for the camera ...
4
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2answers
1k views

Aquire disassembly of shader code

Is there a way to get the disassembly that your driver generates when compiling a shader? I noticed that you can get an accidental disassembly dump if you go over the maximum thread group size ...
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1answer
269 views

Pixelation shader explanation?

I was looking for a pixelation shader for my postprocessing and came across this shader snippet - Works pretty well! - Not a whole lot of explanations on how it works except for "Pixelation is process ...
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1answer
50 views

sf::Shader not working properly on texture

I'm having trouble getting my sf::Shader to work on an sf::Texture that I've drawn myself. The vertex shader is pretty standard (I think it's just a copy of the example from SFML's page). The fragment ...
4
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2answers
66 views

Displaying smooth borders given a coarse grid-based map

I've been messing around with different algorithms trying to make a grid based map look smooth, I have tested with various shader based methods and wrote a few of my own but none of them look right. ...
16
votes
1answer
39k views

GLSL: How do I cast a float to an int?

In a GLSL fragment shader I am trying to cast a float into an int. The compiler raises an error: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I tried raising the precision ...
1
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1answer
94 views

Shader and Texture Scrolling depending on Direction

I am trying to scroll a texture using its uv in Unity but I don't get the result I need. The aim is to have two components, the speed and the direction. I would like to define the direction in ...
3
votes
1answer
66 views

GLSL uniforms are returning -1, but they are being used in output

I have looked this up, and found some answers and people said that if uniforms aren't important to the final output than they get thrown away by the compiler. However, in my case they are being used ...
3
votes
0answers
52 views

Virtual infinite plane in shadow map

I have a WebGL deferred rendering pipeline, where I'm rendering shadow map with VSM technique. The goal is that the scene, or model, is hovering in space, and in addition to casting shadow on itself, ...
2
votes
1answer
61 views

Directional Light shadow mapping error - opengl

i need some help with shadow mapping (directional light) in opengl 3.3 and GLSL. The problem is that the shadows are not displayed correctly over de 3d models and primitives: This is the code that ...
0
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1answer
199 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
56 views

why doesnt this function work? glsl opengl c++

Im trying to move a transformation matrix onto the gpu, and I managed to find this code to help me on the way: vertex.shader: #version 410 core layout ( location = 0 ) in vec3 vertex_position ; ...