GLSL is a programming language for OpenGL shaders.
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27 views
Unity - Help Shader texture coordinate
I am making a 2D water shader. For this, I use GrabPass which works well. But I am facing an issue.
If I want to display the GrabPass texture I have to create my own texture coordinates because ...
2
votes
0answers
52 views
OpenGL Calculate Matrices
Im trying to switch from the glTranslate etc to my own Matrices, but for some reason it does not work. Here are my 2 functions to create the view- and projection matrix:
public Matrix4f ...
0
votes
1answer
44 views
Get world-position in Vertex shader
I'm wondering how I can get the final position of a vertex. I use glTranslate in my render code, and I'm not getting the world-coordinates correct. My world is devided in chunks and my position get's ...
0
votes
1answer
61 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 ...
3
votes
2answers
134 views
Using a programmable pipeline in a game engine
As a learning experience, I'm developing my own 3D game engine using OpenGL. I'm a little confused as to how to implement my rendering engine such that it uses a programmable pipeline while still ...
4
votes
0answers
181 views
Optimizing performance of a heavy fragment shader
I need help optimizing the following set of shaders:
Vertex:
precision mediump float;
uniform vec2 rubyTextureSize;
attribute vec4 vPosition;
attribute vec2 a_TexCoordinate;
varying vec2 tc;
...
0
votes
0answers
42 views
Unity Shader GrabPass alternative
Is there an alternative for the heavy GrabPass method ?
Is there a solution to avoid the foreground issue ? I mean when using GrabPass, if the refracted object is in front of the bumpy refractor, he ...
3
votes
2answers
261 views
2D water shader similar to Limbo's effect
I'm wondering how I would go about creating a 2D water shader that is seen in this video http://www.youtube.com/watch?v=phChFfi4GOs
The water effect that limbo uses is pretty awesome. I'm not so ...
-1
votes
1answer
49 views
How to draw a circle with WebGL using GL_POINTS
I'm trying to draw a circle using simple vertices points and a big gl_PointSize value. I found this example and try to reproduce it on WebGL with no success.
-4
votes
0answers
69 views
OpenGL parsing normals from obj gets shading wrong [closed]
I have written a simple OBJ file parser for my game engine and it renders everything correctly, but, when I try and use the normals to do lighting it gets shaded all wrong!
I draw using an index ...
-1
votes
1answer
24 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 ...
0
votes
1answer
56 views
Direction from the camera to the light source
I'm currently writing a game using OpenGL and GLSL. For the shader I need the direction from the current camera to the light source. The lightsource is given by lightSource.position as a uniform as ...
0
votes
0answers
26 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 ...
4
votes
1answer
429 views
OpenGL GLSL skinning problem
This time I've decided to ask a question related to my skinning problem. Two earlier ones were not really related to my problem and I've deleted them.
Ok, first of all, I'm using OpenGL 3, 3ds max, ...
0
votes
0answers
42 views
OpenGL ES 2.0 - Rendered texture is blank [closed]
I am attempting to render to a texture, then render the texture to the screen, but it always seems to be blank no matter what I do. Can you guys take a look for me and see what I am missing here?
The ...
1
vote
3answers
176 views
Set a variable inside a GLSL fragment shader that persists for the render
Is it possible to set a varying variable inside a fragment shader and have it persist? I'd like to use the depth component of the first fragment and use it on all the others, making the fragments all ...
0
votes
1answer
75 views
bump mapping with 2 normal maps
I was wondering if its actually possible to do bump mapping with 2 normal maps... I have tried doing it this way however I get a function overload on max and dot.
uniform sampler2D n_mapTex;
uniform ...
0
votes
1answer
52 views
texture won't move OpenGL ES 2.0
I want be able to move my texture in GLSL I have set my texture to wrap S and wrap T but not sure why it wont move
my fragment shader looks like this at the moment
uniform sampler2D n_mapTex;
...
0
votes
1answer
44 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++;
...
0
votes
1answer
82 views
scaling point sprites with distance
How can you scale a point sprite by its distance from the camera?
GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely ...
-1
votes
2answers
151 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 ...
0
votes
1answer
70 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 45ยบ, but I want to use 2D sprites for the player and NPCs.
Currently, I'm using a ...
5
votes
1answer
370 views
How to do simple bump mapping
I'm trying to do bump mapping, and I'm getting fairly close at achieving my goal. I miss one crucial piece of my puzzle to have bump mapped effect in my scene; I need to transform the normals from my ...
3
votes
1answer
131 views
variable number of lights in a glsl shader?
I want to render an arbitrary number of lights in my fragment shader. I do not understand how you can properly pass them into the shader though. For example, I want something like this:
uniform int ...
1
vote
1answer
442 views
Problems implementing a screen space shadow ray tracing shader
Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible ...
2
votes
1answer
89 views
gbuffer - how to store an integer data
In a gbuffer I store a diffuse color in following texture:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
I want to store an integer data which ...
8
votes
2answers
2k views
OpenGL: VBO or glBegin() + glEnd()?
I recently was given this link to a tutorial site from someone who I gave the original OGL Redbook to. The third header down says distinctly to forget glBegin() & glEnd() as the typical render ...
0
votes
1answer
80 views
Reinhard tone mapping and color space [closed]
I found two ways of doing tone mapping (first, second):
//Ld - this part of the code is the same for both versions
float lum = dot(rgb, vec3(0.2126f, 0.7152f, 0.0722f));
float L = (scale / ...
2
votes
1answer
95 views
RGB to xyY color space conversion and luminance
The luminance calculated by following GLSL functions (fragment shaders - tonemap) has different value:
float GetLuminance (vec3 rgb)
{
return (0.2126 * rgb.x) + (0.7152 * rgb.y) + (0.0722 * ...
1
vote
0answers
69 views
iPhone GLSL shader dynamic branching issue
I am trying to pass an array of vec3 as uniform and then iterate through them on each pixel. The size of array varies on situations so I can't make the loop with constant number of iterations. ...
4
votes
1answer
254 views
GLSL Editor and Debugger for MacOSX with ES2 support
is there a GLSL editor for the mac? I need it for iOS OpenGLES2 shader.
How do you best debug shader?
Regards
0
votes
1answer
54 views
How do I pass textures into a fragment shader in Slick?
I've written a shader that uses three different textures, tex0, tex1, and tex2. I can load it into Slick and successfully display it, but I can't figure out how to set the three different textures. ...
1
vote
2answers
209 views
GLSL Motion blur on mobile.. possible at acceptable framerates?
I have been struggling to implement a simple linear motion blur effect on mobile (Android, OpenGLES 2.0) but it just seems to destroy my framerate.
I'm rendering to texture (FBO) then applying a ...
2
votes
1answer
157 views
How to solve artifacts caused by vertex lighting in my voxel engine?
My current lighting system bakes the light amount based on ray-tracing from the light source to the 8 corners of the block (so per-vertex) and the distance to the light on the blocks. It works ...
0
votes
2answers
79 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 ...
0
votes
1answer
98 views
How to get a smooth dimming with SSAO?
I implemented SSAO in my game based on the tutorial at gamerendering.com. But the results I get are disappointing. Instead of a smooth effect as seen in the nvidia demos, my implementation causes ...
3
votes
3answers
366 views
Voxel engine artifacts
There are white little dots between blocks at random places, mainly at very near blocks. They disappear when I move the mouse and change the view direction.
I use Vertex Arrays with ...
1
vote
1answer
105 views
OpenGL VBO Additional Attributes
If I have a buffer with my vertices, normals and texture coordinates, and I use glDrawArrays to draw the VBO to the screen, how can I send attributes per vertex that I placed in an array to the shader ...
4
votes
1answer
1k views
Access vertex data stored in VBO in the shader
If I wanted to store extra data in a VBO for skinning (indices for indexing into an array of matrices of bones and floats for applying weights to those bones) How would I go about accessing that data ...
3
votes
2answers
225 views
Do opengl games tend to use multiple shaders? [duplicate]
For any given object that you want to render, there may be a whole bunch of things that need to be considered for rendering (Material, Texture, Lighting, Blending etc). But, you may also have some ...
0
votes
0answers
111 views
Program created with glCreateProgram is not identified as a valid OpenGL program outside [closed]
I've starting programming in OpenGL and I decided to create my own class to manage shader objects.
In the class constructor I create a new program calling glCreateProgram, and I'm able to print its ...
2
votes
1answer
229 views
glsl 150 struct in uniform buffer object
Can I do this in opengl 3.2 / glsl 150?
glsl shader:
struct LightSource {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 position;
vec4 direction;
};
...
layout(std140) uniform ...
3
votes
1answer
577 views
First-Time GLSL Shadow Mapping Problems [closed]
I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close.
So, let's see a picture to see what I have:
As you can see ...
2
votes
1answer
145 views
How to transform a shadow map to camera view?
I'm making a rendering engine as a hobby to learn more about 3D. I have a deferred renderer with the G-buffer (color, normal and depth). I also have a lighting controller that uses only spotlights at ...
-5
votes
3answers
207 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 ...
0
votes
1answer
346 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 ...
1
vote
0answers
117 views
What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)
I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming.
I'm currently trying to implement deferred ...
2
votes
3answers
493 views
Can you dynamically set which texture to use in-shader?
I'm working on a user interface system, and I want to be able to mix textured polies with frag-coloured polies. Here's my shader code, that doesn't work:
attribute vec2 vertex_coords;
attribute float ...
0
votes
1answer
136 views
Using two FBOs results in the second FBO having nothing drawn to [closed]
I'm writing a deferred renderer, and I use two FBOs: the first one for G-buffer (color, normal, depth) and the second one for lighting (light output), so the first one has three textures bound and the ...
3
votes
2answers
247 views
Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Like most others, I'll start off mentioning that I'm still a beginner when it comes to OpenGL and GLSL programming. So bear with me on any dumb mistakes you may spot in the code ahead.
I'm basically ...