glsl

Reading file, corrupted data

拟墨画扇 提交于 2020-01-23 17:31:28
问题 It seems I can't have my GLSL shaders compiled. Once in a while (mainly after editing a file), I get following error while compiling: ----- SRC ----- (150 B) #version 330 core uniform mat4 mvpMatrix; in vec4 vertexPosition_modelspace; void main() { gl_Position = mvpMatrix * vertexPosition_modelspace; } gp! ----- END ----- SimpleTransform.vertexshader:Vertex shader failed to compile with the following errors: ERROR: 0:10: error(#132) Syntax error: 'gp' parse error ERROR: error(#273) 1

GLSL Error #132 Syntax error: “gl_position” parse error

让人想犯罪 __ 提交于 2020-01-23 07:24:27
问题 I've tried my best to find the answer to this problem or any error i had made in the code, but i just couldn't find anything.. If this helps, i have a sapphire Radeon HD 6950 graphics card and it uses an AMD Radeon HD 6900 series driver. The Error Message: Wed May 27 13:55:50 CDT 2015 INFO:Use Java PNG Loader = true Vertex shader failed to compile with the following errors: ERROR: 0:26: error(#132) Syntax error: "gl_Position" parse error ERROR: error(#273) 1 compilation errors. No code

Externally Define Preprocessor Macros in GLSL

可紊 提交于 2020-01-22 05:15:50
问题 GLSL has a full C-style preprocessor. The only thing that does not work is #include. One of the great features is that that you can used #ifdef to comment out functions and thus create one shader that can be thinned out if certain features are not used. My Question is: Is there a way to define a macro from C code? There seems no way to do that with the openGL interface. The quick hack is to prepend a few lines with #define FOO before the code loaded form file. But it seems kind of backwards.

OpenGL Implementing MultiPass

徘徊边缘 提交于 2020-01-21 14:22:10
问题 I am having trouble porting some code I have successfully implemented in Shadertoy to desktop OpenGL, the problem is that I need to create a FrameBufferObject FBO so that I can do offscreen computations that will be later passed on to the main glsl fragment shader, the thing is that this buffer needs to reference itself as a texture to get the previous values for it to be able to run a simulation. I have successfully created the FBO: // Framebuffer configuration. unsigned int frameBufferOne;

SSBO as bigger UBO?

拜拜、爱过 提交于 2020-01-20 04:56:30
问题 i am currently doing so rendering in OpenGL 4.3 using UBOs to store all my constant data on the GPU. (Stuff like material descriptions, matrices, ...). It works however the small size of UBO (64kB on my implementation) forces me to switch buffers numerous times slowing rendering, i am looking for similar a way to store a few MB. After a little research i saw that SSBO allow exactly that but also have unwanted 'features' : they can be written from the shader and might be slower to read. Is

SSBO as bigger UBO?

落花浮王杯 提交于 2020-01-20 04:56:06
问题 i am currently doing so rendering in OpenGL 4.3 using UBOs to store all my constant data on the GPU. (Stuff like material descriptions, matrices, ...). It works however the small size of UBO (64kB on my implementation) forces me to switch buffers numerous times slowing rendering, i am looking for similar a way to store a few MB. After a little research i saw that SSBO allow exactly that but also have unwanted 'features' : they can be written from the shader and might be slower to read. Is

GLSL per-pixel spinlock using imageAtomicCompSwap

£可爱£侵袭症+ 提交于 2020-01-16 16:01:33
问题 OpenGL red book version 9 (OpenGL 4.5) example 11.13 is Simple Per-Pixel Mutex . It uses imageAtomicCompSwap in a do {} while() loop to take a per-pixel lock to prevent simultaneous access to a shared resouce between pixel shader invocations corresponding to the same pixel coordinate. layout (binding = 0, r32ui) uniform volatile coherent uimage2D lock_image; void main(void) { ivec2 pos = ivec2(gl_FragCoord.xy); // spinlock - acquire uint lock_available; do { lock_available =

OpenGL ES 2.0 知识串讲 (7) ——OpenGL ES 详解I(绑定 Shader)

删除回忆录丶 提交于 2020-01-16 06:34:08
出处:电子设备中的画家|王烁 于 2017 年 7 月 12 日发表, 原文链接(http://geekfaner.com/shineengine/blog8_OpenGLESv2_7.html) 上节回顾 在之前的六节中,讲解了 EGL、GLSL 与 OpenGL ES 三个专业术语的概念以及它们的关系,串讲了整个绘制流程;之后分别讲解了 EGL 主要 API 的用处,以及 GLSL 的主要语法。现在,对 EGL 和 GLSL 有了比较全面的了解,那从这一节开始, 会根据 OpenGL ES 与 EGL 和 GLSL 的关系,按照绘制图片的整个流程,对 OpenGL ES 进行详细讲解。 之前提过 OpenGL ES 其实就是一个图形学库,由 109 个 API 组成,只要明白了这 109 个 API 的意义和用途,就掌握了 OpenGL ES。那么从这一节开始,将主要对 OpenGL ES API 进行详细介绍。 OpenGL ES 中的 Shader 通过 EGL、GLSL、OpenGL ES 的关系,可以看出 EGL 就是为绘制做准备工作的,比如关联一块显示屏,初始化 GPU 信息,准备一块绘制 buffer 等。EGL 做的事情相对独立,只有当 EGL 的 API 被执行完毕,准备工作做好之后,才轮到 OpenGL ES 和 GLSL 出场。所以 EGL 与 GLSL 和

How to convert large arrays of quad primitives to triangle primitives?

冷暖自知 提交于 2020-01-15 20:25:46
问题 The bounty expires in 4 days . Answers to this question are eligible for a +100 reputation bounty. Rabbid76 wants to reward an existing answer . I have an existing system, which provides 3D meshes. The provided data are an array of vertex coordinates with 3 components (x, y, z) and an index list. The issue is that the index list is a consecutive array of quad primitives. The system has to be make runnable with a core profile OpenGL Context first, and later with OpenGL ES 3.x, too. I know that

How to convert large arrays of quad primitives to triangle primitives?

梦想的初衷 提交于 2020-01-15 20:23:30
问题 The bounty expires in 4 days . Answers to this question are eligible for a +100 reputation bounty. Rabbid76 wants to reward an existing answer . I have an existing system, which provides 3D meshes. The provided data are an array of vertex coordinates with 3 components (x, y, z) and an index list. The issue is that the index list is a consecutive array of quad primitives. The system has to be make runnable with a core profile OpenGL Context first, and later with OpenGL ES 3.x, too. I know that