glsl

How do you get the modelview and projection matrices in OpenGL?

旧时模样 提交于 2019-11-27 18:10:38
I am trying to use the OpenGL Shading Language (GLSL) version 1.5 to make vertex and geometry shaders. I have learned that in GLSL version 1.5, the built-in variables like gl_ModelViewProjectionMatrix are deprecated so you have to pass them in manually. If I have already set the modelview and projection matrices (using gluLookAt and gluPerspective for example) then how do I get the matrices to pass into the vertex and geometry shaders? I've done some searching and some sites seem to mention a function glGetMatrix() , but I can't find that function in any official documentation, and it doesn't

WebGL - is there an alternative to embedding shaders in HTML?

ぃ、小莉子 提交于 2019-11-27 18:09:42
The popular way of using GLSL shaders in WebGL seems to be to embed them in the main html file. The vertex and fragments shaders are embedded in tags like: <script id="shader-fs" type="x-shader/x-fragment"> This is the same convention I see in the WebGL samples in the Mozilla Developer Network page. This works fine for simple apps, but when you have a complex app with a number of shaders, the html file gets cluttered. (I keep editing the wrong shader!) Also if you want to reuse your shaders, this scheme is inconvenient. So I was thinking about putting these shaders in a separate XML files and

How to change hue of a texture with GLSL?

我只是一个虾纸丫 提交于 2019-11-27 17:53:07
Is there a way to efficiently change hue of a 2D OpenGL texture using GLSL (fragment shader)? Do someone have some code for it? UPDATE: This is the code resulting from user1118321 suggestion: uniform sampler2DRect texture; const mat3 rgb2yiq = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135); const mat3 yiq2rgb = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.1070, 1.7046); uniform float hue; void main() { vec3 yColor = rgb2yiq * texture2DRect(texture, gl_TexCoord[0].st).rgb; float originalHue = atan(yColor.b, yColor.g); float finalHue =

Creating a GLSL Arrays of Uniforms?

五迷三道 提交于 2019-11-27 17:40:43
I would like to leave OpenGL's lights and make my own. I would like my shaders to allow for a variable number of lights. Can we declare an array of uniforms in GLSL shaders? If so, how would we set the values of those uniforms? Yes this is possible. You declare uniform arrays similar to how you'd do it in C, e.g. uniform float v[10]; Then you can set their values using glUniform{1,2,3,4}{f,i}v GLfloat v[10] = {...}; glUniform1fv(glGetUniformLocation(program, "v"), 10, v); Yes it is possible to declare an array of uniforms in GLSL shaders. Just google "glsl uniform array" for some examples

Do uniform values remain in GLSL shader if unbound?

瘦欲@ 提交于 2019-11-27 17:33:13
问题 I am making a program that uses two different shaders for different different primitives. My question is, if I bind a program, send it uniform variables, then use another shader program and come back to the first one, will the passed uniform values remain? Here is some pseudocode: glUseProgram(shader1); glUniform(shader1,...); //stuff for(elements in a list) { if(element.type = 1) { glUseProgram(shader2); element.draw(); } else { glUseProgram(shader1); //Here, do the uniforms from above

Proper way to delete GLSL shader?

老子叫甜甜 提交于 2019-11-27 17:30:25
My code approaches GLSL shader management in the way, that it creates each shader and the associated program and deletes each shader and program. I recently read http://www.opengl.org/wiki/GLSL_Object and there it is stated that: The shader object, due to being attached to the program object, will continue to exist even if you delete the shader object. It will only be deleted by the system when it is no longer attached to any program object (and when the user has asked to delete it, of course). Do I get this correctly, if I call glDeleteShader() on the shader object after linking to the

Why is the sprite not rendering in OpenGL?

喜夏-厌秋 提交于 2019-11-27 16:18:54
I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!) Here is the source code, by the way(without debugging, to make it short):- main.cpp // Including all required headers here... #include <iostream> #define GLEW_STATIC #include <GL/glew.h> #include <GLFW/glfw3.h> #include "SOIL2/SOIL2.h" #include <glm/glm.hpp> #include <glm

Why does my translation matrix needs to be transposed?

风流意气都作罢 提交于 2019-11-27 15:39:54
问题 I'm working on a small graphics engine using OpenGL and I'm having some issues with my translation matrix. I'm using OpenGL 3.3, GLSL and C++. The situation is this: I have defined a small cube which I want to render on screen. The cube uses it's own coordinate system, so I created a model matrix to be able to transform the cube. To make it myself a bit easier I started out with just a translation matrix as the cube's model matrix and after a bit of coding I've managed to make everything work

GLSL, semaphores?

偶尔善良 提交于 2019-11-27 15:08:22
I was having previously already the problem that I wanted to blend color values in an image unit by doing something like: vec4 texelCol = imageLoad(myImage, myTexel); imageStore(myImage, myTexel, texelCol+newCol); In a scenario where multiple fragments can have the same value for 'myTexel', this aparently isn't possible because one can't create atomicity between the imageLoad and imageStore commands and other shaderinvocations could change the texel color in between. Now someone told me that poeple are working arround this problem by creating semaphores using the atomic comands on uint

Shader position vec4 or vec3

旧巷老猫 提交于 2019-11-27 13:53:51
问题 I have read some tutorials about GLSL. In certain position attribute is a vec4 in some vec3. I know that the matrix operations need a vec4, but is it worth to send an additional element? Isn't it better to send vec3 and later cast in the shader vec4(position, 1.0)? Less data in memory - it will be faster? Or we should pack an extra element to avoid casting? Any tips what should be better? layout(location = 0) in vec4 position; MVP*position; or layout(location = 0) in vec3 position; MVP*vec4