glsl

Please tell VertexShader Error Solution

↘锁芯ラ 提交于 2019-12-11 10:18:42
问题 Students that use OpenGL. Do not speak English well. So please understand. There is currently a problem #version 400 layout (location = 0) in vec3 VertexPosition; layout (location = 1) in vec3 VertexNormal; layout (location = 2) in mat4 instance_ModelMatrix [3]; The VertexShader Code. Code above , but it is run layout (location = 2) in mat4 instance_ModelMatrix [3]; -> layout (location = 2) in mat4 instance_ModelMatrix [4]; With this changing run Attribute instance_ModelMatrix is ​​a matrix

Do GLSL uniform blocks consume components?

血红的双手。 提交于 2019-12-11 10:08:33
问题 If I use uniform blocks in a GLSL shader - do they consume components (from GL_MAX_VERTEX_UNIFORM_COMPONENTS or GL_MAX_FRAGMENT_UNIFORM_COMPONENTS). 回答1: Yes. See ARB_Uniform_Buffer_Object: The amount of storage available for uniform variables in the default uniform block accessed by a vertex shader is specified by the value of the implementation-dependent constant MAX_VERTEX_UNIFORM_COMPONENTS. The total amount of combined storage available for uniform variables in all uniform blocks

Is GLSL buffer qualifier only available for OpenGL 4.3 and later

巧了我就是萌 提交于 2019-12-11 09:34:15
问题 Well, the title asks my question. I read this wiki page and get disappointed. So, for older versions of OpenGL, there is no way to use buffer qualifier, right? EDIT I need buffer qualifier very badly to transfer some data from GPU to CPU 回答1: Shader Storage buffer objects are available, if the ARB_shader_storage_buffer_object extension is available or since OpenGL Version 4.3. See OpenGL 4.3 core specification; F.2 New Features; page 644: New features in OpenGL 4.3, including the extension or

Making shader takes vertexArray as canvas instead of the window

☆樱花仙子☆ 提交于 2019-12-11 09:29:09
问题 Currently developing an open source GUI SFML based library, but struggling a bit with shaders. So far I've managed to render shader with no problem, but instead of applying the shader on the current object, it's apply it for the whole window, but only visible in the object range. Here's my simple code: #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> const char *glsl = R"( #version 330 core uniform vec2 u_resolution; void main() { vec2 pos = gl_FragCoord.xy / u

What's wrong with this shader for a centered zooming effect in Orthographic projection?

若如初见. 提交于 2019-12-11 09:10:22
问题 I've created a basic orthographic shader that displays sprites from textures. It works great. I've added a "zoom" factor to it to allow the sprite to scale to become larger or smaller. Assuming that the texture is anchored with its origin in the "lower left", what it does is shrink towards that origin point, or expand from it towards the upper right. What I actually want is to shrink or expand "in place" to stay centered. So, one way of achieving that would be to figure out how many pixels I

Qmatrix4x4 translate does not take any effect

非 Y 不嫁゛ 提交于 2019-12-11 08:49:11
问题 I didn't have a lot experience in opengl, so excuse me if the question is silly. I'm trying to move triangle with the mouseMoveEvent by translating Qmatrix4x4 field in my class glView. When i did not do anything (perspective, translate with matrix) and just call m_program->setUniformValue(m_matrixUniform, m_matrix) everything works fine, but if i just do this->m_matrix=matrix; (where matrix is just Qmatrix4x4 variable) and then m_program->setUniformValue(m_matrixUniform, m_matrix) method does

glsl shader - color blend, normal mode (like in Photoshop)

孤街浪徒 提交于 2019-12-11 08:35:40
问题 Im trying to create effect of blending 2 colors (actually image and color as overlay over image), like in photoshop "Color Overlay" with "Normal Blending" mode Im using libgdx This is what i have so far attribute vec4 a_position; attribute vec4 a_color; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; varying vec4 v_color; varying vec2 v_texCoords; void main() { v_color = a_color; v_texCoords = a_texCoord0; gl_Position = u_projTrans * a_position; } And fragment #ifdef GL_ES #define LOWP

GLSL convert gl_FragCoord.z into eye-space z

点点圈 提交于 2019-12-11 08:14:02
问题 This is a simple question, and I'm sick of searching the web for the right equation. The main problem is that everyone suggests doing something like this VS: varying float depth; depth = ( gl_ModelViewMatrix * gl_Vertex ); But I can't, because the depth is stored in a texture. So anyway, I now the depth value, and the Projection matrix used to create it from the eye-space coords. If you don't quite understand, tell me and I'll try to word it better. Thanks in advance. :) 回答1: If you extract a

GGX shader creation

旧街凉风 提交于 2019-12-11 07:19:29
问题 I'm trying to create a ggx shader but when I run it at BRDF Explorer the main page remains white. I'm trying to find my error but I can't. Can anybody help me? below is my file analytic ::begin parameters float baseColor 0.001 .2 .1 float m 0.001 0.1 1.0 ::end parameters ::begin shader const float PI = 3.14; vec3 BRDF( vec3 N, vec3 V, vec3 L, float m, float baseColor) { vec3 H = normalize(V+L); float dotNL = clamp(dot(N,L), 0.0, 1.0); float dotLH = clamp(dot(L,H), 0.0, 1.0); float dotNH =

THREEJS v0.87.1: Can no longer generate tangents and binormals for use in normal mapping

会有一股神秘感。 提交于 2019-12-11 07:07:59
问题 I'm trying to implement normal maps in a ThreeJS fragment shader, but it seems as though a key feature, computeTangents , has been lost in recent versions. Here is a working demo using an older version of Three: http://coryg89.github.io/technical/2013/06/01/photorealistic-3d-moon-demo-in-webgl-and-javascript/ ThreeJS is using computeTangents() to add an attribute called "tangents" to the vertex which is sent to the shader. So I researched as much as I could and tried using a shader only