A programming language for OpenGL shaders.
0
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0answers
9 views
Blur shader decals
Im trying to implement custom shader for decal GroupStrategy in libgdx, and I'm having some noob GLSL and OpenGL problems.
I have implemented shader looking at this:
...
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votes
1answer
27 views
GLSL - Only draw arond point / flashlight effect
I'm currently trying to achieve a sort of flashlight effect in GLSL. I only want to draw textures within a certain distance of a specified point (the mouse position, for example). Here's a quick ...
0
votes
2answers
30 views
Generating face normals with the geometry shader
I'm trying to visualize the face normals for a mesh, using the geometry shader to generate lines represeting the normal vectors. My intention was to draw that line from the triangles centroid, ...
0
votes
1answer
24 views
Single pass box blur is not giving same result as double pass box blur
I've been using 2-pass box blur written in GLSL in Blender without problem.
Blur horizontally:
uniform sampler2D bgl_RenderedTexture;
void main() {
float blur = 0.3;
float resolution = ...
1
vote
1answer
39 views
Shader only rendering 1/4th of the screen
I've asked the same question on SO here and they suggested I should ask here instead.
I'm currently trying to create a gaussian blur shader, and while I've successfully created the blur effect my ...
0
votes
1answer
21 views
GLSL uniform array with size set by another uniform
Will the follwing GLSL code work?
#version 330
uniform int size;
uniform float[size];
void main() {
//do something
}
1
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2answers
53 views
OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
I tried today to make my own matrix4f class because of that LWJGL 3 does not include a class for it. So I arrived at rotation and it does not seem to work. I tried using the old util from LWJGL 2 and ...
0
votes
0answers
20 views
Logical operations per component in GLSL
According to the OpenGL spec in GLSL, the logical operators: &&, || etc work between booleans, not vectors of booleans.
So, what is the best way to perform the logical and/or per component in ...
0
votes
1answer
44 views
Making a GUI shader in GLSL c++/opengl/freeglut
How do you make a shader that will draw ontop of everything else? Im using an approach where I draw square faces in 3d space to simulate a 2d box, but when I make a 3d object, it will clip over the 2d ...
0
votes
2answers
57 views
How to optimize this branching instruction?
I have an outline shader, which samples my texture 8 times to compute the outline.
The problem is, that there's transitional alpha values between picture and background. To cut them off I'm using the ...
0
votes
1answer
49 views
OpenGL is box blur this slow?
I've never tried blur until recently, and by that i've noticed fps drop when doing box blur. My fps will go down from 4000-5000 fps to 1000-1500 fps. Currently rendering at 853x480 frame buffer and ...
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0answers
22 views
Inverted FXAA Shader
I'm trying to use an existing FXAA shader which works but when I try to run it the filtered image is inverted.
...
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0answers
20 views
Skin Mesh Animation Shader Issue
I'm having troubles with properly animating a skin mesh from an .fbx file. I feel like the issue is in the shader, but not sure what is going on. All I know is that I am getting unexpected results ...
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0answers
51 views
vertex shader doesn't work properly
Linux, OPenGL 3.0, GLSL 130 (Intel card)
I'm learning OpenGL and successfully rendered a triangle, but as soon as I create the matrix of projection I get an error. The shader compiles and works ...
0
votes
1answer
54 views
GL uniform variables
I have been studying on glsl lately, starting from very simple vertex and fragment shaders creation for Blender3d, I was quickly drawn to writing the OpenGL context in C++. I find it difficult to ...
1
vote
1answer
48 views
Solution for Shipping Optimized and Minified GLSL?
I've tried to find a reputable optimizing compiler for GLSL that takes source shaders, performs what optimizations it can statically assume, and outputs a minified GLSL file with optimizations, ...
1
vote
2answers
46 views
OpenGL strange color issue
I recently made terrain generation for my game, and I created a lighting system (simply diffuse lignting), but there's a strange problem around the edges.
I know, OpenGL interpolates the different ...
0
votes
0answers
47 views
How to properly use a 3D texture in OpenGL 4?
I working on a student project which consists to make clouds volumetric rendering and implement the feature in an existing engine based on OpenGL 4 and written in C++.
To do so, I have set a compute ...
2
votes
0answers
56 views
GLSL shader with light colors wrong on nvidia optimus
So, I built some code to draw a spinning cube with a red light on the right side, and a blue one on the left.
I run it on my laptop with optimus graphics, and on my desktop with nvidia. On the laptop, ...
3
votes
0answers
135 views
Schlick Fresnel Shader
I hope you are all doing ok. I have an issue with my Fresnel shader that doesn't allow the Fresnel to change as my camera moves around. I'm not sure what i'm doing wrong. I'm using glsl with the ...
0
votes
1answer
72 views
Black Screen when using High-Performance NVIDIA Processor
I have an issue where my program renders a black screen on other computers. I narrowed it down to when a different graphics card is being used. When I run the program using Integrated Graphics ...
1
vote
0answers
40 views
Physically-based BRDFs
I'm starting to implement a real-time PBR shading pipeline in one of my projects and had a few questions that I thought folks around here could help clarify.
1) Is it fair to say that in a PBR ...
0
votes
1answer
51 views
GLSL Shader not compiling (Android & LibGDX) and no log available
I'm trying to get a "ripple"-shader working for OpenGL ES 2.0+ (using LibGDX).
However, I can't get it to compile, and for some reason ShaderProgram.getLog() returns an empty string even though the ...
4
votes
0answers
81 views
Screen tearing in fragment shader on R9 380 GPUs
two players are encountering an issue with my game where the screen is tearing when it uses a fragment shader but it only seems to be doing this for players with a R9 380 GPU. Here is what it looks ...
1
vote
1answer
108 views
GLSL strange if statement problems
I'm trying to use if statement in my fragment shader.
I want to compare my in int finalLightType[4];
Here is my vertex shader code and fragment shader code:
Vertex:
#version 400 core
in vec3 ...
0
votes
1answer
78 views
Projection Matrix Breaks My Rectangle
This is my vertex shader, shown below.
#version 330 core
in vec3 a_position;
in vec4 a_colour;
// FOV = 70, near plane = 0.1, far plane = 1000
const mat4 u_projection = mat4(
1.428148, 0.0, ...
0
votes
0answers
47 views
SSAO attenuation problem
I followed this tutorial and I'm getting incorrect results for SSAO.
My gBuffer seems valid. Here is a picture showing Ambient Occlusion, Normalized Depth, Normals in View Space and Position.
...
1
vote
1answer
74 views
Best way to find line segment intersection
I need to find the point of intersection between two line segments in 2D space. I receive them in terms of both coordinates of both lines. Because they are line segments I would also need to know if ...
0
votes
0answers
72 views
Modern OpenGL and SpriteBatching
I tried to find tutorials regarding SpriteBatch done in Modern OpenGL 3.0+, but failed to find any good resources so far. So can anybody please provide me a good resource/tutorial to achieve ...
0
votes
0answers
33 views
Issue with Use SSBO OpenGL
Students that use OpenGL. Do not speak English well. So please understand.
There is currently a problem
C++ Code Setup() :
glGenBuffers(1, &ssboHandle);
GLuint ssbo_binding_point_index = 0;
...
0
votes
0answers
32 views
LWJGL 3 GLSL normal problem
I have a pretty strange problem today.
I started to make a 2d game yesterday, and everything was right until now. I wanted to make a lighting system, wich required me to send the vertexnormal from ...
-1
votes
1answer
38 views
OpenGL/GLSL matrix in uniform block confusion
I'm a bit confused about the proper way to send a matrix from my code (C++) into a GLSL shader. My matrix object is stored in row major format in memory. If I use the following shader code it works ...
-1
votes
1answer
373 views
Will Vulkan Kill the use of GLSL? [closed]
After reading this link I am still unclear as to the shading language support in Vulkan.
Is GLSL being phased out? If someone were just starting and wanting to master shading languages and computer ...
0
votes
2answers
126 views
Why does rotating my quad appear to move it farther away?
I have created a 3x3 matrix class which is then passed over to OpenGL Vertex Shader for transform my Quad. I have been trying to rotate my Quad around Z-Axis. Rotation is working but the Quad getting ...
0
votes
1answer
47 views
OpenGL: strange thing with depth and text rendering
TL;DR I render a scene with M,V,P matrices as always. Than I render something (in this case - text) without any matrices and using separate shaders pair on coordinates with Z = -1. Somehow it's ...
0
votes
0answers
60 views
Unity - _LightMatrix0 and Directional Light
I am trying to access the _LightMatrix0 in a forward base pass to calculate some light point of view coordinate but it seems that the _LightMatrix0 is empty with directional light.
Any idea how can I ...
-1
votes
1answer
37 views
GLSL shaders in a program
I obviously don't want the client to be able to view/modify my glsl code. Does this leave me with only one option, and that's to hardcode it in my cpp files?
How do you deal with this issue?
1
vote
1answer
69 views
Strange artifacts when using gl_FragCoord to access texels
I ran into a problem with using gl_FragCoord variable to access texels. The problem can be illustrated by following example:
First I render a textured quad into texture of size (W, H) where W and H ...
0
votes
1answer
43 views
Using one GLSL shader program for textured and untextured rendering?
Rather than have two separate shaders in my OpenGL code (one for when a texture is bound, one for when none is bound) I usually go for one shader program which handles both. This is my usual fragment ...
3
votes
1answer
140 views
How do 2D volumetric lights work?
Context
So in my current project (written in Java using LWJGL / OpenGL, so GLSL for shaders) I added lighting quite a few months ago, which was already an interesting challenge, having never done ...
4
votes
1answer
109 views
How do I do selective water surface rendering?
I have a shader that renders the "texture" of a very realistic water on a tile in the 3D world using a Frame Buffer.
The problem is that, for example, I only want to render the part that isn't below ...
4
votes
1answer
161 views
Rotate billboard towards camera
I'm trying to create a particle system in OpenGL, and as such I need to use billboards.
I need these billboards to face the camera at all times.
The tutorials I've been following only rotated the ...
2
votes
0answers
81 views
Texture coordinates for custom geometry in SceneKit ios9
I am trying to texture the a custom plane shape I created in scenekit on iOS9. I need the texture to spread out and stretch over the entire surface. I have a vertex and fragment shader on an ...
0
votes
1answer
76 views
Transforming normals along with vertex? (GLSL)
So, I got a model matrix (Via uniform variable) in the shader, is there any way to use the model matrix to transform the normal of a vertex that has been transformed with glm::transform/rotate?
If ...
2
votes
1answer
42 views
(GLSL) Lighting code outputting a black quad
So, ive been transitioning to modern opengl recently and it's going rather well. But alas, something must go wrong. As the titel says, all I'm getting is a completely black quad. (Ive double checked ...
6
votes
1answer
314 views
How is Signed Distance Field Ray Marching implemented for a dynamic world?
I think I understand the basics of Signed Distance Field Ray Marching. You model your scene with a bunch of distance fields (such as these: ...
0
votes
1answer
417 views
Terrain shader from heightmap opengl GLSL
I generated a terrain from a heightmap and now I'd like to apply shader on it which can contain different textures, based on height but I can't adapt any online code to my project.
This is the ...
4
votes
1answer
68 views
Shaders: packing 4 textures into a single RGBA - slower?
I'm experiencing something really strange on an iOS mobile device. I have 4 textures, and after some profiling it seems, that doing four separate grayscale texture reads is faster, than reading the ...
1
vote
1answer
30 views
How can I move the camera directly under a certain plane?
I am attempting to render a "reflection" of a scene for water:
To create this illusion, I need to render the scene from below, and then ignore all geometry below the water line.
As such, I need ...
2
votes
1answer
100 views
How to blur image using glsl shader without squares?
I want to blur image with Gaussian blur algorithm. And I use the following shaders:
Vertex shader
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
const int GAUSSIAN_SAMPLES = 9;
...