A programming language for OpenGL shaders.

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168 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
242 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 ...
2
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1answer
788 views

Setting uniform value of a vertex shader for different sprites in a SpriteBatch

I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. ...
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0answers
58 views

SFML - Rendering a torch with a fire animation [duplicate]

I have coded a 3D maze simulator in SFML using raycasting. However, I want to add a torch to the screen, so that the lighting seems more realistic. From my understanding, I would have to use ...
1
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1answer
170 views

How can I make this shader background more efficient?

I want to use a shader as a background for a mobile game. I'm using libgdx for my project. I've never written glsl before, but here's my attempt so far: http://glslsandbox.com/e#22332.13 On desktop ...
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3answers
1k views

OpenGL position from depth is wrong

My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil ...
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1answer
208 views

GLSL: Incompatible Types at Initialisation (and no available implicit conversion)

I'm recieving the following error when compiling my GLSL shader: Incompatible types in initialization (and no available implicit conversion) It occurs on line 94: int shadowMap = ...
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0answers
145 views

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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1answer
166 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
355 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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0answers
148 views

Uniform Buffer Binding-points

I believe Uniform Buffers/Blocks has been the hardest thing to grasp in OpenGL. Hopefully this will be my final issue regarding this. I have created a uniform buffer that contain data of Light ...
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0answers
50 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
120 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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0answers
117 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 ...
31
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4answers
27k views

Using multiple shaders

I'm currently studying opengl shaders but I can't figure out something: how to apply different shaders to the objects, for example, a teapot rendered using toon shader and another one in the same ...
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1answer
1k views

How to implement this kind of ripples with a GLSL fragment shader?

So I have already implemented the reflection part: uniform sampler2D texture; uniform vec2 resolution; uniform vec3 overlayColor; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; if (uv.y ...
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1answer
84 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
264 views

Is it possible to use unnormalized texture coordinates from a GLES2 GLSL fragment shader?

I want to look up a texel from my GLES2 GLSL fragment shader using un-normalized texture coordinates (0-w, 0-h instead of 0-1, 0-1). The reason is that this texture is used as a look up table and I ...
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1answer
2k views

Deferred Rendering With Diffuse,Specular, and Normal maps

I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I ...
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1answer
161 views

How to calculate reflection vector from point sprite sphere?

So far I achieved building a cube map following this tutorial. Then I drew three points using glDrawArrays(GL_POINTS,0,3) and calculate the normals based on a sphere. To compute the incoming light ...
6
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1answer
6k views

Implementing a skybox with GLSL version 330

I am trying to get a skybox working with OpenGL 3.3 and GLSL version 330. I could not find a completely modern OGL skybox tutorial anywhere on the web, so I modernised an older one (using ...
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1answer
176 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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1answer
151 views

How do I convert from rectangular to spherical coordinates?

This seems like a fairly basic and common problem. Is there a builtin way to achieve it or do I have to write the algorithm on my own? If I do, how should it work?
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4answers
2k views

Multiplatform GLSL shader validator?

Im working on a multiplatform (Pc,Mac,Linux) game that uses shaders quite extensively. Since we do not have any funding, it is pretty hard to test our game on all possible hardware configurations. ...
2
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1answer
90 views

Failing to move exponential depth term to depth shader in exponential shadow mapping

I'm playing around in my little toy project to see if I can understand how exponential shadow mapping works. To begin, I have the following two fragment shaders: Light depth texture shader ...
3
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1answer
446 views

Blank texture in Frame Buffer Object in Deferred Rendering

I'm running the tutorial 35 from olgdev.atspace.co.uk, and it's so strange that the result is a blank screen. This tutorial is performing the first step of Deferred Shading, which means decoupling of ...
4
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1answer
659 views

C++ OpenGL ShadowMap Issue/Artifacts

I am currently implementing basic shadow mapping in my C++ Custom Engine using GLSL 4.10. It is currently working with basic PCF anti-aliasing and very minimal reduction for unwanted artifacts. Here ...
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1answer
103 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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2answers
537 views

Phone complains that identical GLSL struct definition differs in vert/frag programs

When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 ...
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1answer
283 views

Problem with uniforms in OpenGL

I have a strange problem I can't figure out. On the CPU I have class that handles the material properties for a model. material = new Material(); material->Emissive = vec3(0.1, 0.0, 0.0); ...
0
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1answer
81 views

Reconstruct shader vertices in OpenGL

I'm not sure if 'reconstruct' is the correct term for this but essentially what I am trying to do is calculate vertex positions (that are already calculated via shader) on the CPU for the purpose of ...
0
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1answer
122 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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2answers
58 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
155 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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0answers
134 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 ...
6
votes
1answer
270 views

Why does accessing a uniform float make my shader more than twice as slow?

My fragment shader was significantly slowed down by a recent change, and I've been trying to understand why. I isolated the main slow-down to accessing a single particular uniform float. If I include ...
3
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1answer
461 views

I want to render some surfaces in GLSL with normal maps, and some without

I have normal mapping working in my game, but I want to only use normal mapping for some surfaces, and not others. Right now, as far as I can tell, my shader is applying an incorrect normal of (0, 0, ...
2
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2answers
667 views

Build-time GLSL syntax validation

Is there a way to validate GLSL syntax build-time instead of run-time? My application takes a long time to start and I want to know at the earliest possible stage that my shaders are ok. I'm using ...
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0answers
107 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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0answers
98 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 ...
1
vote
1answer
71 views

Is it possible to look up a texel from a texture in GLES2 GLSL framgent shader without using sampler?

Is there some way I can directly access texture memory from fragment shader in GLES2 GLSL? I don't need the sampler to be involved since I am just using it as a look-up table.
1
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1answer
61 views

What is the fastest way to know if the current coordinate in screen-space is odd or even in GLSL/GLES2 frag shader?

I want to make a post-effect where every second column of pixels is colored differently, and I want to implement this as a GLSL fragment shader on GLES2. The question is what is the most effective way ...
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1answer
220 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
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0answers
27 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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0answers
28 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. ...
0
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1answer
383 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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2answers
487 views

How can I pass a std::vector<Vector3f> to my shader?

I have a Vector3f type which has x, y, and z properties. I have a std::vector of these vertices which describe my terrain. I would like to pass these values to a vertex shader through a uniform ...
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1answer
176 views
3
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1answer
161 views

Shader - Transmittance or Absorption

I am trying to create a transmittance or absorption shader (glsl, hlsl, cg, etc...) in realtime but I don't find any good tutorial or white paper about this subject. I only find offline rendering ...
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1answer
116 views

Per vertex diffuse lighting not propogating across entire model

I'm not sure how to describe this problem so I've added a picture. When I add per vertex diffuse lighting to my model (just a field of cubes for simplicity) the lighting effect applies to each ...