2
votes
1answer
62 views

Possible to create transparency shader which doesn't stack alpha values

The image above best demonstrates what I'm trying to achieve. It's a transparent shader for objects, but wherever the objects with this shader intersect they don't add together but simply merge with ...
0
votes
0answers
27 views

vertices seem to render with the wrong shader program [closed]

currently, when rendering vertices there seems to be a bug in my application that results in these vertices not necessarily being sent through the pipeline of the active shader-program. Here is a ...
1
vote
1answer
64 views

OpenGL and atlas

I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
1
vote
1answer
57 views

How to create more vertexes from within a shader in OpenGL?

when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to ...
0
votes
0answers
53 views

Finding the correct transformation in vertex shader for easy sprite drawing

Before we begin the question: Here are the necessary meta information: I want to use JOGL / OpenGL to create a library that is only, and I repeat only, able to draw and manipulate 2D sprites on a 2D ...
1
vote
0answers
59 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 ...
5
votes
3answers
218 views

How do I send multiple matrices to a vertex shader?

I'm practising animations using bones/skinning. I am trying to send the shader one matrix per vertex. I can think of these two approaches. Method 1 I have one uniform handle for each bone matrix ...
0
votes
0answers
44 views

Minimum/maximum depth of tile in OpenGL

I'm trying to implement tiled deferred rendering, but I'm stuck on calculating the min/max depth for each tile. I'm using compute shader for this. This is my shader code: #version 430 #define ...
2
votes
1answer
88 views

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about ...
0
votes
1answer
77 views

Strange behaviour using VAO (OpenGL 4.0)

I want to display a simple textured Monkey mesh using VAO. Here's the code in the render part first without VAO to see what is the result I'm looking for. Texture *pTexture = ...
0
votes
1answer
74 views

translate-scroll repeated 2d texture using opengl shader

I managed to implement an infinite 2d texture scrolling using the following shader. btw I'm using cocos2d-x 2.2.1. The vertex shader: attribute vec4 a_position; attribute vec2 a_texCoord; #ifdef ...
0
votes
0answers
59 views

How to fix problem in serpentine case using Blinn/Loop algorithm

I'm trying to implement Blinn/Loop algorithm to render cubic bezier on shader. I calculate the curve type using code below (v0, v1, v2, v3 are cubic bezier segment): CurveType ...
1
vote
0answers
91 views

Shadow mapping implementation not working?

I am trying to implement Shadow Mapping in my program using Java/LWJGL/OpenGL/GLSL, but I cannot get it to work properly. Let's start off with a screenshot first, then the relevant code and lastly ...
0
votes
1answer
60 views

Textures not displaying. Problem with fragment and vertex shaders

Hi i have newbe question. I am sending to gpu textures unit and they dont display. This is simple version of my fragment and vertexshader. (More complicated version also dont work with other textures ...
1
vote
1answer
87 views

recommended shader pipeline infrastructure in core opengl 3.3

I am writing a game project in Go and I am using an OpenGl 3.3 core context to do my rendering stuff. At the moment I have different types of renderers. Each renderer has it's own pair of vertex- and ...
0
votes
2answers
161 views

How to mix pixel colors in Shader?

I have a pixel that have a colour RGB. This color is calculated by the shader and can be anything. How can I override this color by a colour I choose. If my pixel is white it's simple, I can do this: ...
0
votes
1answer
109 views

Simple curiosity about glDrawElements function

I've written a very simple OpenGL program displaying a white cube. To do the job done I recovered vertex position and indice data from an OBJ file that describes my cube. Here's the OBJ file content : ...
8
votes
3answers
511 views

How can I create a glitter effect?

I am trying to create a glittering effect for my realtime shader but I don't know how. Here is one example, and another example. What technique can I use to implement this?
1
vote
1answer
120 views

How to enable geometry shader in OpenGL 4.2?

I'm porting my Direct3D-based engine to OpenGL and I'm using geometry shaders for rendering text characters (basically, textured billboards). D3D version works fine, but in OpenGL mode it gives only ...
0
votes
1answer
256 views

problem using glm::lookAt and glm::perspective

I'm trying to change the code from the 22th tutorial at http://ogldev.atspace.co.uk/, using the GLM library, but the result seems wrong. The problem is shown in the below picture: While it should be: ...
-1
votes
1answer
170 views

is instanced rendering faster? [closed]

Is instanced rendering used in GLSL faster than doing something like this.. for(int i=0; i<10; i++) { glDrawArrays(GL_POINTS, 0, 3000); } Suppose I want to render 'grass', which is the best ...
1
vote
1answer
118 views

Separate shader programs or branch in shader? [duplicate]

I have a bunch of point lights and directional lights. Instead of checking the light type in the fragment shader and then branch for either point light calculation or directional light calculation, is ...
3
votes
2answers
222 views

When is the Z coordinate normalized in GLSL?

I thought that whenever you transform an object to world space, then view space and finally screen space, the last matrix you apply(the projection matrix) normalizes the z values between 0 and 1. ...
0
votes
3answers
140 views

directional lightning

I have managed to get a point light working, but I am facing problem with directional lightning. Fragment shader uniform vec4 lightColour ; uniform vec3 lightPos ; uniform float lightRadius ; ...
1
vote
1answer
127 views

What is the difference between shader uniforms and attributes in OpenGL?

I don't fully understand the differences between uniforms and attributes. To be honest, I probably haven't even used attributes. Can uniforms change for each vertex? I mean to calculate the vertex's ...
4
votes
2answers
166 views

Shadowmap first phase and shaders

I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the ...
0
votes
2answers
114 views

Accesing depth buffer from shader

I read this presentation and on 6th slide I found that is not need to use multiple render targets and depth can be taken directly from depth buffer. From which version of DirectX or OpenGL can be ...
2
votes
1answer
158 views

Masking OpenGL texture by a pattern

Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles ...
1
vote
0answers
117 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 ...
4
votes
2answers
378 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
2
votes
1answer
118 views

How do I use unpackHalf2x16?

I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); ...
3
votes
2answers
106 views

Are buffers in OpenGL associated with GLSL programs?

I have two different shader programs in my OpenGL code. 1- renders simple font using freetype 2- simple shader which draw primitive shapes. I sent both of them some data using buffers, I understood ...
3
votes
1answer
524 views

Shadow mapping does not work correctly using GLSL shaders

I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light. Here's for the following display the light properties : ...
0
votes
2answers
223 views

Which code is faster to convert -1 to 0 and 1 to 1?

I'm writing a shader for rendering the sides of triangles with different colors. I have a value mediump float back = dot(V, N) which is positive if the normal faces away from the camera and negative ...
7
votes
2answers
609 views

Large vertex buffer vs multiple draw calls

I'm just getting started with OpenGL, and I'm attempting to use it to create a 2D game. In this game, I have a hexagonal grid made up of a very large variety of differently-colored hexagons. As a ...
0
votes
2answers
687 views

Draw wireframe overlay of model in GLSL

I have a 3D model that has a GLSL script, and I want to draw a line on each border of its polygons in the fragment shader. What should I do? Note: I am using Ogre3D, so I can't use OpenGL's ...
3
votes
0answers
295 views

Jet engine exhaust shader [closed]

How would I create a jet engine exhaust effect, as shown in the image from Fzero GX below. GLSL and OpenGL examples/solutions are prefered, though other resources are also welcome. Requirements ...
0
votes
0answers
217 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 ...
3
votes
2answers
59 views

Local shape color blending

I am trying to implement this in Unity 4 Pro. But I am stuck in the blending part. I don't understand how you could blend multiples textures/colors using multiples volumes on an object. How could you ...
0
votes
1answer
166 views

Creating a fragment shader to darken a white texture over time - OpenGL GLSL

So as a part of learning OpenGL, I've now decided to try and be a bit more creative with shaders, as part of a practice game I'm making using C/OpenGL. I'm completely new when it comes to working ...
3
votes
1answer
166 views

Directional light shader not behaving as expected

I coded my first glsl shader which manage diffuse and specular effects of a directional light. This is the fragment shader. #version 120 //matrix uniform mat4 model_matrix; //directional light ...
7
votes
2answers
3k views

GLSL Shader - Change Hue/Saturation/Brightness

I'm trying to change the hue of an image using a GLSL fragment shader. I want to achieve something similar to Photoshop's Hue/Saturation Adjustment layer. In the following image you can see what I've ...
1
vote
0answers
109 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# ...
0
votes
1answer
272 views

Using Shader causes triangle to disappear

The following is my rendering code. Private Sub GameRender() GL.Clear(ClearBufferMask.ColorBufferBit + ClearBufferMask.DepthBufferBit) GL.ClearColor(Color.SkyBlue) ...
1
vote
2answers
204 views

LWJGL - If I use VBOs what can I do about separate textures?

So basically this is my problem: I am creating a game that needs a texture for each object. Now I would use a sprite sheet but the textures are different sizes. I am using VBOs and I need to some how ...
0
votes
0answers
430 views

Multiple Render Targets, Multiple Fragment Shaders

I render a normal and a depth image of a scene. Then I want to reuse these two images to do further texture/image processing in a second fragment shader. I use a framebuffer with 3 textures attached ...
0
votes
1answer
69 views

Vertex and Fragment Shader worldNormal

How to access/calculate worldNormal in a Vertex and Fragment shader ? Thanks a lot !
2
votes
1answer
210 views

Odd blending result (semi-transparent 2d quad over 3D scene)

I'm working on a GUI library for my game, and I'm having problems with my blending. I have a 3D scene, which I render with glDrawArrays. In the fragment shader the alpha color is hardcoded 1.0f ...
0
votes
1answer
117 views

Per-fragment lighting system behaves like ambient lighting system

This is the relevant section of my fragment shader varying vec3 normal; varying vec3 halfv; ... vec4 color = ambient * gl_LightSource[0].ambient; vec3 n = normalize(normal); float ...
0
votes
3answers
262 views

Using different shaders on the same model at runtime

I've already asked similar but a bit unclear question here but this time I will be very specific and to the point. Suppose I have an actor which grabs a power up. He starts to glow using bloom shader ...