Shaders | HLSL Shaders for Unity | Graphics library

 by   spiderlili C# Version: Current License: No License

kandi X-RAY | Shaders Summary

kandi X-RAY | Shaders Summary

Shaders is a C# library typically used in User Interface, Graphics, Unity applications. Shaders has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Shader code is executed on a per-pixel or per vertex basis, so write the code as if you're only writing for one pixel. No need to write loops that process all of the pixels that need to appear on screen(the GPU does the rest). There are some visible differences between shader code and normal code: float(the highest precision is 32 bits), half, fixed and int. They have been designed to be more efficient.
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            kandi-support Support

              Shaders has a low active ecosystem.
              It has 6 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Shaders has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Shaders is current.

            kandi-Quality Quality

              Shaders has no bugs reported.

            kandi-Security Security

              Shaders has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Shaders does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Shaders releases are not available. You will need to build from source code and install.

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            Shaders Key Features

            No Key Features are available at this moment for Shaders.

            Shaders Examples and Code Snippets

            No Code Snippets are available at this moment for Shaders.

            Community Discussions

            QUESTION

            How do you draw a sampler2D?
            Asked 2021-Jun-10 at 18:29

            I am new to Glsl and have absolutely no idea what I am doing. I have been looking for resources to learn however, most of them are either incredibly general like the book of shaders or really overwhelming like this reference.

            Anyways, I am looking for what exactly a "fragment" is. I think it is just referring to pixels that need to be rendered. If this is the case what does gl_FragCoord return? I've messed around with it and I don't think it returns the x,y of the current fragment but the book of shaders says

            "vec4 gl_FragCoord, which holds the screen coordinates of the pixel or screen fragment that the active thread is working on."

            I have also seen that it returns values from 0 to 1, initially (0.5,0.5). I have no idea what (0.5,0.5) is referring to though. Is it percentage of the screen? Like on a 800px by 800px screen will 0.5,0.5 correspond to 400,400? If so than why doesn't this sort of thing work:

            ...

            ANSWER

            Answered 2021-Jun-10 at 18:29

            gl_FragCoord.xy contains the window relative coordinates. The bottom left fragment has the coordinate (0.5, 0.5). The top right fragment has the coordinate (width-0.5, height-0.5). See gl_FragCoord.
            However the texture coordinates have to be specified in range [0.0, 1.0]. The bottom left coordinate is (0.0, 0.0). The top right coordinate is (1.0, 1.0). The argument of texture2D needs to be the texture cooridante:

            vec4 screencol = texture2D(displayimg, gl_FragCoord.xy*vec2(width,height));

            Source https://stackoverflow.com/questions/67926614

            QUESTION

            WebGL: INVALID_OPERATION: useProgram: program not valid
            Asked 2021-Jun-10 at 15:47

            I'm learning WebGl and trying to convert a web mining script to do elliptical curve addition. I started by replacing the working GL code with the code from vanitygen-plus, even though it does more than I need/want. I also began replacing the variables passed to the expected ones and removed a bunch of unneeded JavaScript. I now get the error "glminer.js:54 WebGL: INVALID_OPERATION: useProgram: program not valid" currently testing in chrome 91 on windows 10. unfortunately this doesn't help me much as it doesn't tell me what is invalid.

            ...

            ANSWER

            Answered 2021-Jun-10 at 15:47

            To get more info on why your program is failing you can output the program info log. Add the following debugging code between linking and using the program:

            Source https://stackoverflow.com/questions/67900673

            QUESTION

            Variadic constructor issue
            Asked 2021-Jun-05 at 21:55

            I've been working on a project, but I got a weird error. I can't pass 2 Shader instances to a variadic constructor, even though it says it supports 2 Shader parameters.

            Exact error message: E0289 no instance of constructor "Program::Program" matches the argument list argument types are: (Shader, Shader)

            Here is code:

            ...

            ANSWER

            Answered 2021-Jun-05 at 21:55

            Your constructor is missing an argument list. It got a variadic template parameter, but an explicitly empty argument list.

            Apart from that, as @richardcritten mentioned, you didn't delegate the constructor as you intended, but would have created a temporary instance of Program instead. Delegate (by using initializer list), or call AssignShaders directly.

            Also don't forget to call glDeleteProgram in the destructor of this class, or you will leak OpenGL resources!

            Source https://stackoverflow.com/questions/67854068

            QUESTION

            Can't pass color to FragmentShader
            Asked 2021-Jun-05 at 16:02

            I'm trying to pass the color of my triangle through my main function, but when I try to do it my triangle only gets white like it has no fragment shader

            Vertex Shader:

            ...

            ANSWER

            Answered 2021-Jun-05 at 16:02

            The vertex shader doesn't compile for 2 reasons:

            1. There is missing a ; after gl_Position = position
            2. gl_Position and position have different types

            gl_Position = position

            Source https://stackoverflow.com/questions/67851280

            QUESTION

            What is the issue with this QOpenGLWidget?
            Asked 2021-Jun-04 at 21:23

            Why/how do I bind vertex attributes to a shader? - examples do but never explain.

            If I allow a vertex attribute in GLSL location = 0, does that still have to be allowed in code?

            How to properly set Q-vertex array buffers/objects?

            Where does this* weird artifact even come from?

            *The blue square is a label used to display QPixmap images. The green one is the 1 GLWidget that inherits from QOpenGLWidget. As you can see, it creates a weird square on the top-left aswell.

            The Green window is supposed to display a red triangle on the lower right corner.

            The relevant code might only be the last section, GLWidget.h.

            Also paintGL() only runs just a few times for some reason. code:

            .pro:

            ...

            ANSWER

            Answered 2021-Jun-04 at 21:23

            The top-left square IS your widget rendered first time, when you added it in main(). As you added it manually, it's origin coords are (0,0) by default. The green square is is second one, created in UI, from template compiled out of XML definition.

            painGL() is called when paintEvent() is called which can be triggered manually through calling update(0 or is triggered when Qt "feels" need to update widgets (e.g. something was drawn other them, they were resized, etc.).

            Afaik, if you rebind program you have to rebind everything. And order of your binding and leaving objects active is peculiar.. along with fact that you're obviously going out of clipping space without having a projection matrix.

            Order I'm used to is something like

            Source https://stackoverflow.com/questions/67801565

            QUESTION

            clearColor and background-color
            Asked 2021-Jun-04 at 09:08

            In the fragment shader the alpha of gl_Fragcolor is null : gl_FragColor = vec4(0.88,0.33,0.55,0.0);

            When you look the color of the point (size 24) , the color is the background-color of the canvas.

            Where is the clearColor ? ( gl.clearColor(0.12, 0.34, 0.56, 1.0);)

            ...

            ANSWER

            Answered 2021-Jun-04 at 09:08

            You neeed to enable and setup alpha blending using

            Source https://stackoverflow.com/questions/67828987

            QUESTION

            Qt program with OpenGL + GLSL integration crashes immediately in run-time
            Asked 2021-Jun-03 at 12:21

            I'm new at OpenGL and GLSL. I'm trying to write a first program with using those libraries in Qt Creator that would draw in the QOpenGLWindow window an ordinary rectangle. The compilation was implemented successfully, however the program crashes immediately on trying to run this with the following error output:

            ...

            ANSWER

            Answered 2021-Jun-03 at 12:21

            Following on from the comments...

            The basic fix is to move all initialization code into initializeGL and let the Qt OpenGL framework make the necessary calls to initializeGL, paintGL etc.

            Your constructor and initializeGL members should look something like...

            Source https://stackoverflow.com/questions/67819887

            QUESTION

            GLFW and GLEW not showing triangle red
            Asked 2021-Jun-03 at 08:01

            My code does not display a red triangle, instead there is a black screen. I was following the OpenGL tutorial by The Cherno. This happened at end of the 7th episode. I am using Visual Studio 2019 with Visual C++ on Windows 10 Home. My Graphics Card is a NVidia 820m.Link for tutorial I was following.

            ...

            ANSWER

            Answered 2021-Jun-03 at 08:01

            Your "triangle" is not a triangle, it is just a straight line.

            Source https://stackoverflow.com/questions/67817421

            QUESTION

            C++ OpenGL stb_image.h errors
            Asked 2021-May-31 at 19:12

            I am following an OpenGL tutorial from https://learnopengl.com/ (specifically https://learnopengl.com/Advanced-OpenGL/Depth-testing) and I have many errors to do with stbi. Error Log image here (Below I have also attached the complete Output tab). I have added the "#define STB_IMAGE_IMPLEMENTATION" at the top of the main.cpp file (and not in a header). If I don't use any stb_image functionalities, the project compiles and runs. I have had projects where stb_image worked fine, but all those projects that worked were x86 (or 32-bit). It seems that I can not get stb_image with x64 (or 64-bit). I know that x64 itself works since other projects without stb_image that were x64 have compiled. I have also looked back to where I downloaded the header file for stb_image and there was no option for x64 vs x86 as there was only one universal option. Here is an image of how the files are organized: File hierarchy. I will also include my main.cpp file but if you want to see a specific file let me know. I am very new to c++ since I come from java and python so any help is appreciated.

            ...

            ANSWER

            Answered 2021-May-31 at 19:12

            As mentioned by Retired Ninja in the comments, all you do to fix it is to put the #define STB_IMAGE_IMPLEMENTATION and #include stb_image.h after all the headers that also include the stb_image.h file. Once this was fixed, the program runs but I am getting a frame not found error but I think that is a separate issue from this.

            Source https://stackoverflow.com/questions/67777769

            QUESTION

            Fragment shader compiles and links but doesn't have any effect
            Asked 2021-May-31 at 16:18

            I just started learning OpenGL by following https://learnopengl.com/Getting-started/Hello-Triangle, following the tutorial I wrote the code as per my understanding which compiles and does give me an output but instead of an orangish triangle it shows a white one. If I replace the shaderProgram() with the code from https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/2.1.hello_triangle/hello_triangle.cpp it works (shows the orange triangle), so I think I narrowed the problem to shader program compilation, I just couldn't find what's wrong with it, following is my code.

            ...

            ANSWER

            Answered 2021-May-31 at 15:29

            shaderProgram() never returns anything, so the name of your GL program object is just lost, and your shaderProgram local variable contains just some undefined value, hence you never use that program.

            Note that such mistakes will be spotted by almost every decent compiler, just enable (and read) the warnings...

            Source https://stackoverflow.com/questions/67776339

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

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            You can download it from GitHub.

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