A programming language for OpenGL shaders.

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4
votes
2answers
214 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 ...
2
votes
2answers
124 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 ...
1
vote
1answer
78 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. ...
1
vote
1answer
258 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
56 views

Why aren't subsequent glDrawArrays showing up?

I am attempting to redraw with the same arrays using glDrawArrays in a GLKView on iOS. When I comment out any two of these calls, the other draw call draws as I expect. My last hunch was that I was ...
0
votes
1answer
76 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 ...
0
votes
1answer
376 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
108 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 ...
2
votes
0answers
183 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 ...
2
votes
0answers
227 views

Ashikhmin-Shirley model implementation: ugly result

I am trying to implement the Ashikhmin-Shirley model using these formulas: This is the GLSL 1.2 fragment shader code: uniform vec4 materialAmbient, materialDiffuse, materialSpecular; uniform ...
2
votes
0answers
202 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. ...
2
votes
0answers
800 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 ...
2
votes
0answers
280 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 ...
2
votes
0answers
257 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
74 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 ...
1
vote
0answers
35 views

Normal map lighting bug in bottom right quadrant

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 ...
1
vote
0answers
58 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 ...
1
vote
0answers
212 views

Normal mapping does not work correctly using GLSL and OpenGL

Hello I wrote a simple OpenGl program using GLSL to render a simple uv mapped plane using the normal mapping technics. Here's the display with a simple phong shading (without normal mapping) : Now ...
1
vote
0answers
82 views

Texture not visible on particles

This is the first time I am working with particles (GL_POINTS) I am using kinematic equations and controlling their movement in vertex shader. I am following an example given in OpenGL 4.0 Cookbook ...
1
vote
0answers
158 views

GLSL, Internal error: assembly compile error for fragment shader at offset 513

My vertex and fragment shaders link correctly. When I try and link my shader program I get the error: "Internal error: assembly compile error for fragment shader at offset 513". Pastebin of fragment ...
1
vote
0answers
301 views

Geometry shader and triangle adjacency

I'm currently trying to change my project to use GL_TRIANGLE_ADJACENCY instead of GL_TRIANGLES. Following this question, I have managed to construct my index buffer fine, but when it comes to the ...
1
vote
0answers
129 views

Matrix array doesn't seem to get populated

I'm trying to stream an array of matrices to a vertex shader, but it seems that only the first matrix works. What could be the problem? I suspect that I upload the matrices in a wrong way. C# ...
1
vote
0answers
428 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
1k 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
249 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
353 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
109 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 ...
0
votes
0answers
26 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 ...
0
votes
0answers
40 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 ...
0
votes
0answers
50 views

Using multiple uniform blocks in OpenGL

I'm using OpenGL with JOGL and want to use two unfirorm blocks in my vertex and pixel shaders. The following GLSL-Code shows the definitions:- uniform perObject { Material uMaterial; mat4 ...
0
votes
0answers
134 views

glsl fragment shader work diffrently on different devices

i'm making a 2d android game where i have a mechanics that allow the player to move the camera away from the main character, and to not allow him to explore the hole world, a have create a Fog shader, ...
0
votes
0answers
80 views

parametric 3D sphere unwrapping math for perfect 3D-textures

After some time looking or it on the internet I can't find the proper answer to my concern. I'm currently generating 3D textures on a shader for my planets to avoid sphere mapping issues (pole, ...
0
votes
0answers
96 views

How can I compute spotlight attenuation when I only have a spotlight cutoff angle?

I am trying to compute the spot light attenuation, though I don't have a spotCosCutoff (cosine of the spotlight cutoff angle) predefined variable in the shader so I have to compute it myself. This is ...
0
votes
0answers
80 views

Triangle Clipping

I want to determine which part of a triangle is visible in a frustum in OpenGL, is there a way to get visible coordinates of triangle in the viewing frustum?
0
votes
0answers
277 views

Fragment shader not applying intended color to output

I started working with OpenGL recently, having previously worked on mods. I'm using GLFW3, GLEW, and whatever tutorials I can find. So far I've come up with this code: //Headers #include ...
0
votes
0answers
95 views

Normal mapping and translation, lighting not displaying correctly

I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library. I am calculating the tangent vectors on each object with the help of the ASSIMP ...
0
votes
0answers
153 views

Shadow-casting through time acting in “reverse” before next notciable shadowmap update

question was re-written to better explain the problem I have a scene of big thin parallelepiped, small cube, and a light source, all aligned on Y axis, like so: _ | | | |----[ ]----Light |_| Both ...
0
votes
0answers
259 views

GLSL gl_ModelViewMatrix breaks my code?

So I have the following shaders which work (to the extent that they are completed anyway). //Vertex Shader uniform float offset; void main() { gl_TexCoord[0].t = gl_MultiTexCoord0.t; ...
0
votes
0answers
265 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
301 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 ...