A programming language for OpenGL shaders.

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0
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2answers
43 views

Best way to detect if vec3 is between vec3(x) and vec3(y) in glsl

As titled I am sampling from a texture and if the color is somehow gray [vec3(.8), vec3(.9)] and an uniform is 1 I need to substitute that color with another one I am not a glsl veteran but I am ...
-3
votes
1answer
49 views

OpenGL directional light creating black spots [on hold]

I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional ...
-1
votes
0answers
55 views

Render To Texture Using OpenGL is not working but normal rendering works just fine [on hold]

DISCLAIMER: THERE IS A BIT OF CODE BECAUSE I ALREADY KNEW THE DIFFERENT QUESTIONS PEOPLE WOULD ASK example: "how did you make your shader attachments" "what was your order of rendering to the ...
1
vote
0answers
40 views

OpenGL - Cascaded shadow mapping - Texture lookup

I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is ...
0
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0answers
23 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 ...
5
votes
1answer
174 views

How can glass breaking effect from Smash Hit be achieved? [duplicate]

I saw Smash Hit the other day and was amazed by the physics of the game, specially the shattered glass effect: I've read other posts about this subject but I still feel that they don't share enough ...
2
votes
2answers
103 views

Water silhouette shader using GLSL

I have this problem to solve using Cocos2d-x 3.x: In my game there is water represented by rectangle texture, modified by the code on the go. I also have a character moving around, rotating etc. I ...
1
vote
1answer
44 views

Unity, shader, vertexID

I'm writing a shader and I just wanna ask if it's possible to get the ID of the vertex that is currently being manipulated. I read something about gl_vertexID, but I couldn't find out if that is ...
10
votes
1answer
1k 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 ...
1
vote
2answers
119 views

GLSL to Cg: why is the effect different?

With reference to this question, where I was trying to make the shader compile, I am now trying to make an effect appear. The effect can be shown here, through a GLSL shader: But when I use the ...
1
vote
0answers
65 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
1
vote
1answer
340 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 ...
1
vote
1answer
91 views

GLSL Processed Image to OpenGL

I've tried wording and rewording this question in various forms of search and can't seem to find an answer to it. If I'm wording it wrong and/or just not finding the right information, feel free to ...
4
votes
2answers
256 views

Per-pixel displacement mapping GLSL

Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade ...
0
votes
1answer
85 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 ...
2
votes
2answers
112 views

Render with multiple lights (one pass per light)

I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
16
votes
1answer
2k 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 ...
1
vote
1answer
106 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. ...
7
votes
2answers
11k views

GLSL - one-pass gaussian blur

It is possible to implement fragment shader to do one-pass gaussian blur? I have found lot of implementation of two-pass blur (gaussian and box blur): ...
0
votes
2answers
70 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 ...
2
votes
2answers
131 views

Strange if-else branching behavior in a fragment shader

In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the ...
0
votes
1answer
51 views

GLSL to Cg fragment shader

I have found very useful resource on the Swiftless website on OpenGL. Unfortunately, I cannot manage to adapt a GLSL fragment shader to my project, which uses Cg. Here it is: uniform sampler2D ...
0
votes
0answers
115 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 ...
3
votes
1answer
97 views

what happens with missing vertices in geometry shader

I am relatively new to GLSL shader programming, and the documentation I found is unfortunately often inscrutable. I am having trouble understanding a few things with how geometry shaders fit into the ...
0
votes
1answer
48 views

What coordinates are we passing to pixel shader from vertex shader?

I have read articles about shader programing and understood the very basic knowledge of shader programing. One thing I always get confused is about the texture mapping. What I pass(output) from VS to ...
1
vote
0answers
80 views

How to shade hair (line segments) correctly in GLSL

I render my hair geometry in line segments. The problem I have is with the correct shading of the hair. From what I've read I understood that I need the direction of the line segment and the ...
0
votes
0answers
27 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 ...
-1
votes
1answer
82 views

More than 8 lights without deferred shading / lighting [closed]

I want to know if there is any technique (efficient) to use more than 8 lights in a scene made ​​with OpenGL and GLSL. Without making use of deferred shading / lighting. I have not implementadon ...
1
vote
2answers
90 views

Bad pixels on shader when loading cached binary programs

I have been trying to cache binary shader programs in my game and load them accordingly using "glGetProgramBinaryOES" and "glProgramBinaryOES" respectively. I was successfully able to cache and load ...
1
vote
2answers
175 views

2D Outline shader in GLSL

I have a simple prototype with 2D worms-like destructible terrain. I use a trivial shader to discard pixels based on a mask. varying vec2 v_texCoords; uniform sampler2D u_texture; uniform sampler2D ...
1
vote
1answer
55 views

Handling multiple lights of different types in GLSL

I want to be able to support multiple lights of different types (point, spot & directional). Note that I also want to be able to render transparent/translucent objects, which rules out deferred ...
2
votes
3answers
282 views

GLSL Sphere from Vertex

I am working on a particle simulation where we have a lot of spheres which can have different radii. Using this tutorial http://mmmovania.blogspot.de/2011/01/point-sprites-as-spheres-in-opengl33.html ...
1
vote
1answer
122 views

Blinn, Normal maps & Fresnel?

So something came up today when I was going over my Blinn shader. As I've been taught, the half-angle vector is calculated in the fragment shader, and is equal to normalize(lightDir + viewDir). This ...
0
votes
0answers
41 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 ...
1
vote
1answer
71 views

Normal Mapping space confusion

I've been reading today about normal mapping. Up to now, the only normal mapping I encountered was with maps already in world space so I just extracted the info from the texture and transformed them ...
8
votes
1answer
118 views

How can I reliably implement GPU skinning in Android?

I'm trying to get character skinning working on Android. The idea is quite vanilla: I have my skinning matrices, and along with each vertex, I send up to four matrix indices and four corresponding ...
1
vote
1answer
61 views

Component-wise GLSL vector branching

I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float ...
-1
votes
2answers
50 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 ...
1
vote
0answers
39 views

Normal map lighting bug in bottom right quadrant [closed]

I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't ...
2
votes
1answer
54 views

Why do the order of uniforms gets changed by the compiler?

I have the following shader, everything works fine when setting the value of one of the matrices but I've discovered that getting a value back is incorrect for View and Projection, they are in reverse ...
2
votes
2answers
55 views

Colorize with a given color a texture

I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and ...
1
vote
1answer
56 views

Creating blur with an alpha channel, incorrect inclusion of black

I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly ...
2
votes
1answer
271 views

OpenGL 4D textures with bilinear interpolation

I want to use and interpolated 4D texture in OpenGL, i.e. a texture that is accessed with a texture coordinate vector (s, t, p, q) and interpolated linearly in every texture coordinate. The extension ...
1
vote
0answers
60 views

Different way to pass uniforms to seperate draws in glMultiDrawElementsIndirect

Given OpenGL version 4.3 and GLSL 430, what would be the best way to pass a matrix to each model in a draw call to glMultiDrawElementsIndirect? I am thinking of going the way of a TBO and indexing it ...
-2
votes
1answer
62 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: ...
0
votes
2answers
68 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 ...
0
votes
1answer
43 views

Way to avoid excessively bright objects with specular lighting?

I have a typical Phong shading with specular light. I have all the parameters tuned so to give appropriate highlights from a point light source. Now the problem I have is a new object that has a large ...
1
vote
1answer
70 views

GLSL: Noise via texture

I am trying to access a texture in a fragment shader to overlay this texture over a certain area. varying vec4 v_color; varying vec2 v_texCoord0; uniform sampler2D u_sampler2D; uniform vec4 ...
0
votes
1answer
60 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 ...
0
votes
1answer
74 views

Transforming normal vector in GLSL

I'm looking at a basic diffuse light shader here http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Diffuse_Reflection. Diffuse light needs the normal vector in eye-space, so that it can dot it with ...