GLSL is a programming language for OpenGL shaders.

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3
votes
2answers
232 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 ...
4
votes
1answer
420 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
1answer
73 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
277 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 ...
-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 ...
4
votes
0answers
145 views
+50

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; ...
4
votes
0answers
256 views

Weird problem with advect program in fluid simulator

I implemented 2d fluid simulator. Solver runs entirely on GPU. All works fine... on my work PC. But on home PC I have some awful glitches, and I can`t understand how to fix them. Empirically I ...
3
votes
0answers
580 views

GLSL pack floats into an RGBA texture

I want to compose conventional triangle-based models and particles with a ray-traced scene at a reasonable frame-rate. webGL does not let you write the gl_FragDepth in the fragment shader. You ...
3
votes
0answers
692 views

Sampling from depth texture causes shader to stop working

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
2
votes
0answers
62 views

Fragments never falling into spot light's cone

I am using GLSL version 1.20 with OpenGL 2.1 . I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
2
votes
0answers
154 views

Shader Maker version 130 is not supported

I am trying to compile a vertex shader with Shader Maker and if I try to use the version 130 it says: Compiling Vertex Shader ERROR: 0:3: '' : version '130' is not supported Compiling ...
2
votes
0answers
327 views

OpenGL problem with FBO integer texture and color attachment

In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, ...
2
votes
0answers
243 views

GLSL Bokeh using Quads and Textures

I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel: See if the pixel is out of the focal range If it is, draw a quad ...
2
votes
0answers
199 views

Kinect User Silhouette Shader

I have this usermap from kinect's depth data (size is 320x280) and i want to display it on my game. The problem, of course it's ugly (first image) and i want to have beautiful effect like in the ...
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. ...
1
vote
0answers
113 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 ...
1
vote
0answers
304 views

2D water shader in SFML

I want to implement the algorithm for a 2D water surface described here and here. Before somebody finds out, beats me up and deletes this, I'm gonna say it myself. I posted this question over at ...
1
vote
0answers
275 views

shader-based particle systems

I have a classic particle system where each particle is represented by a quad and, each time step, I move each particle. My target is webGL which means I don't have instancing, attribute divisors nor ...
1
vote
0answers
149 views

Per fragment lighting with OpenGL 4.x tessellated model

I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the ...
1
vote
0answers
522 views

ssao implementation

I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: ...
1
vote
0answers
198 views

Full screen shader causes performance hit

I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting. To do this, I create a new bitmap each time the display resizes that ...
1
vote
0answers
1k views

How to implement fisheye effect with a GLSL fragment shader

I would like to render my scene with a wide FOV and then apply a fisheye distortion via fragment shader. How would this shader best be implemented? Update I try to reproduce a fisheye effect similar ...
1
vote
0answers
256 views

How to setup my texture cordinates correctly in GLSL 150 and OpenGL 3.3?

I'm trying to do texture mapping in GLSL 150 and OpenGL 3.3 Here are my shaders I've tried my best to get this correct as possible hopefully this is :) I'm guessing you want to know what the ...
0
votes
0answers
33 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 ...
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 ...
0
votes
0answers
35 views

Using GL_INT_2_10_10_10_REV in glVertexAttribPointer()

Can anybody tell me how exactly do we use GL_INT_2_10_10_10_REV as type parameter in glVertexAttribPointer() ? I am trying to pass color values using this type. Also what is the significance of "REV" ...
0
votes
0answers
195 views

GLSL Vertex Shader works on Windows but not on OS X

I have a a vertex shader that's split into two files. It has about 30 uniforms (including an array of struct objects). It works just fine in my program on Windows but when I run the application under ...
0
votes
0answers
233 views

Making shaders work for both ATI and NVIDIA in Blender Game Engine

Unfortunately coding OpenGL shaders is more strict for ATI cards. I am trying to get this code from this thread http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR to ...
0
votes
0answers
2k views

GLSL Shader Texture Performance

I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't ...
0
votes
0answers
404 views

geomipmapping using displacement mapping (and glVertexAttribDivisor)

I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any ...
0
votes
0answers
166 views

varying by triangle and index

A shader has values that are per vextex and values that are per call. Can you have values that vary only per triangle or quad And can you have values that vary only per pair. Of indicies in a ...