ShaderLoader | FreeframeGL plugin to load shader files | Graphics library

 by   leadedge C++ Version: 1.0.3 License: BSD-2-Clause

kandi X-RAY | ShaderLoader Summary

kandi X-RAY | ShaderLoader Summary

ShaderLoader is a C++ library typically used in User Interface, Graphics, WebGL applications. ShaderLoader has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A FreeframeGL plugin to load shader files created from GLSL Sandbox and ShaderToy.
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            kandi-support Support

              ShaderLoader has a low active ecosystem.
              It has 51 star(s) with 12 fork(s). There are 15 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 99 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of ShaderLoader is 1.0.3

            kandi-Quality Quality

              ShaderLoader has 0 bugs and 0 code smells.

            kandi-Security Security

              ShaderLoader has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              ShaderLoader code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              ShaderLoader is licensed under the BSD-2-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ShaderLoader releases are available to install and integrate.

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            ShaderLoader Key Features

            No Key Features are available at this moment for ShaderLoader.

            ShaderLoader Examples and Code Snippets

            No Code Snippets are available at this moment for ShaderLoader.

            Community Discussions

            QUESTION

            A way to load .wglsl files in Typescript files using esbuild?
            Asked 2022-Mar-28 at 17:38

            I'm using esbuild as a tool to bundle my Typescript code but i can't find a way to configure a loader for ".wgsl" files.

            Mi app.ts file :

            ...

            ANSWER

            Answered 2022-Mar-19 at 14:43

            You want something like esbuild-plugin-glsl (which is a GLSL import plugin for esbuild, whereas ts-shader-loader is an import plugin for webpack).

            Source https://stackoverflow.com/questions/71535213

            QUESTION

            OpenGL not drawing in 3D with depth buffers enabled
            Asked 2021-Jun-18 at 15:49

            I've spent 2 weeks trying to get OpenGL to draw a cube in 3D, but no matter what I do, it never actually drew a cube. If I enable the depth test with glEnable(DEPTH_TEST), it simply does not render anything. If I comment out that function, it renders all the vertices as if the z-values were all 0. I'm completely stuck and have no idea what i've done wrong.

            Here's my main file: https://pastebin.com/D8cEcJ4g

            ...

            ANSWER

            Answered 2021-Jun-18 at 15:28

            If I comment out that function, it renders all the vertices as if the z-values were all 0

            Well, that's because ... they are:

            Source https://stackoverflow.com/questions/68030806

            QUESTION

            OpenGL texture rendering does not match original
            Asked 2021-Jan-17 at 09:50

            I am trying to render a texture with OpenGL. The texture I am using as a test is a bunch of black rectangles on a white background, as follows:

            However, when rendering, the texture seem to be duplicated and overlayed multiple times on top of itself:

            I set the scene up using:

            ...

            ANSWER

            Answered 2021-Jan-17 at 09:50

            When an image with 3 channels (GL_RGB) is loaded to a texture object, GL_UNPACK_ALIGNMENT needs to be set to 1. By default GL_UNPACK_ALIGNMENT is 4, so each line of an image is assumed to be aligned to 4 bytes. The pixels in the buffer have a size of 3 bytes and are tightly packed, this would cause a misalignment.

            Source https://stackoverflow.com/questions/65759054

            QUESTION

            I Can’t get derivatives (dFdx) working in my shader with WebGL1 or 2
            Asked 2020-Dec-22 at 06:12

            I hope someone can help me with this. I am at the end of my rope, having gone through all of the discussions and examples I have found and still can’t get dFdx working, neither for WebGl1 or WebGL2. Partial code is shown below.

            Thanks for you help.

            The fragment shader uses:

            ...

            ANSWER

            Answered 2020-Dec-22 at 06:12

            In WebGL2 with version 300 es shaders they are supported by default, no extension needed.

            Source https://stackoverflow.com/questions/65387637

            QUESTION

            Heap corruption after creation of 2nd object
            Asked 2020-Nov-24 at 21:23

            I am building the game Snake using OpenGL in VS. I have my class that handles the models, VertexData, and then the rest of the game in Main. Whenever I create the first object by calling createModel(), everything works fine. However whenever I call createModel() the second time, like to create the apple, there is about a 40% chance of Visual Studio triggering a breakpoint. everytime I call createModel() after that, like to create another body segment, the chances of it triggering a breakpoint increases. Is it due to where I am creating the object, or is there something else wrong? I saw that adding a copy constructor to the VertexData class would stop the crashing but it did not.

            Main.cpp:

            ...

            ANSWER

            Answered 2020-Nov-24 at 21:11

            Assuming ConvertToFloat::format takes a pointer and a length, here is your problem:

            Source https://stackoverflow.com/questions/64993959

            QUESTION

            Fragment Shader doesn't seem to output any colors
            Asked 2020-Oct-19 at 14:19

            I recently decided to start Learning OpenGL and got myself a book about OpenGL Core 3.3. The book is generally about C++.

            So, after looking for a bit, I found a library in a language I was better in which provided almost the same functionality: lwjgl. I managed to draw several shapes with basic vertex and fragment shaders. When I tried getting the Fragment shader to output a color other than white though, it didn't affect anything; The shapes are still getting rendered in white.

            My question is if something is wrong with the shader itself or if i didn't load it up correctly. The code in my Main.java(The ShaderLoader is simply a class that loads .vs(vertex shader) and .fs(fragment shader) files):

            ...

            ANSWER

            Answered 2020-Oct-19 at 14:19

            You are not glLinkProgram the shader program. So, between attaching the shaders to the program and detaching them again, you should add glLinkProgram(shaderProgram).

            Source https://stackoverflow.com/questions/64429062

            QUESTION

            why is my variable in a nested function with array.forEach use undefined in Javascript
            Asked 2020-Jul-30 at 16:00

            I am sorry if the answer here is obvious, I am mostly a c/c++ guy and javascript is relatively new to me.

            I am using THREE, bundling with browserify. In one module, I am creating an array of mesh objects that I need to access in a nested function using forEach(...), but I keep getting an error, that the corresponding object is not defined. I am suspecting that the problem is related to me actually defining the array in a separate callback function that is defined in parallel with the nested function using the forEach(). I have been trying to "declare" the variable globally, before I assign it to the array in the callback function, but that doesn't work. In c++ I would define an uninstantiated object globally (or in a class header) and then instantiate it in some function later, while accessing it in yet another function after that. Below is the relevant code and the variable that keeps coming back undefined is called "mesh". Note that I am not even sure why setPallete(...) and update(...) are implemented as nested function (a strange concept to me)? In another incarnation of this code, I implement them as "standalone" (e.g. not nested) functions and things are working, but in that code I am not using browserify to bundle, because I have just one, monolythic script. So maybe this has soemthing to do with that.

            Thank you for your help.

            ...

            ANSWER

            Answered 2020-Jul-30 at 15:58

            Few problems here:

            wrong const lines = newArray(totalMeshes); correct const lines= []; //In Js its not necessary to have a predefined length.

            You need to put data in above lines array as well.

            Source https://stackoverflow.com/questions/63176812

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install ShaderLoader

            You can download it from GitHub.

            Support

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