shaders | First steps with GLSL shaders

 by   air JavaScript Version: Current License: No License

kandi X-RAY | shaders Summary

kandi X-RAY | shaders Summary

shaders is a JavaScript library. shaders has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

You can't have a varying attribute. If you want to pass an attribute or uniform through to fragment, you'll need to declare a separate varying. THREE does a lot of hidden 'prefixed' shader work on your behalf. You can avoid this using RawShaderMaterial. Passing very large numbers into your shader is a bad idea. You can lose precision. Example: If you pass threestrap.Time.now as a uniform float time and perform sin(time) in your shader, you're going to have a bad time. LITERALLY.
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            kandi-support Support

              shaders has a low active ecosystem.
              It has 6 star(s) with 0 fork(s). There are 2 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 0 bugs and 0 code smells.

            kandi-Security Security

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

            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.
              Installation instructions are not available. Examples and code snippets are available.
              It has 566 lines of code, 0 functions and 17 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed shaders and discovered the below as its top functions. This is intended to give you an instant insight into shaders implemented functionality, and help decide if they suit your requirements.
            • Renders the rstats graph
            • The Performance class
            • Initialize plugin settings
            • Creates a new Graph .
            • Create cube geometry .
            • Stack Graphite Graph
            • Updates the plugin .
            • Returns a new instance for a given ID .
            • Set new color attributes
            • Create shaders
            Get all kandi verified functions for this library.

            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

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:

            ...

            ANSWER

            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            Trying to draw a square with two triangles in OpenGL but I'm only getting a black screen
            Asked 2022-Mar-26 at 21:55

            As the title says, I'm trying to draw a square from two triangles for class. I've tried everything I can think of but I cannot figure out why it just displays a black screen. Here is my code so far. I have the project and libraries set up correctly. I've looked over it a dozen times and can't seem to find the issue.

            ...

            ANSWER

            Answered 2022-Mar-26 at 21:55

            Why using a core profile OpenGL Context (GLFW_OPENGL_CORE_PROFILE) it is mandatory to create a Vertex Array Object. There is no default VAO when using a core profile.

            e.g.:

            Source https://stackoverflow.com/questions/71631698

            QUESTION

            Accessing undefined stage_in Metal shader argument
            Asked 2022-Mar-21 at 20:23

            I am building a minimalistic 3D engine in Metal and I want my vertex and fragment shader code to be as much reusable as possible so that my vertex shader can for instance be used without being changed no matter its input mesh vertex data layout.

            An issue I have is that I can't guarantee all meshes will have the same attributes, for instance a mesh may just contain its position and normal data while another may additionally have UV coordinates attached.

            Now my first issue is that if I define my vertex shader input structure like this:

            ...

            ANSWER

            Answered 2022-Mar-21 at 20:23

            I think the intended way to deal with this is function constants. This is an example of how I deal with this in my vertex shaders.

            Source https://stackoverflow.com/questions/71563111

            QUESTION

            OpenGL distorted texture
            Asked 2022-Feb-28 at 16:18

            I am trying to display a texture, but for some reason it's not shown correctly it's distorted.

            This is my source code:

            ...

            ANSWER

            Answered 2022-Feb-27 at 11:14

            By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes. This is because the GL_UNPACK_ALIGNMENT parameter by default is 4. Since the image has 3 color channels (GL_RGB), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
            When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, GL_UNPACK_ALIGNMENT has to be set to 1, before specifying the texture image with glTexImage2D:

            Source https://stackoverflow.com/questions/71284184

            QUESTION

            My code should render the front of a cube, but instead shows the back. Why?
            Asked 2022-Feb-17 at 22:40

            I'm rendering this cube and it should show the front of the cube but instead it shows the back (green color). How do i solve this? I've been sitting for a couple of hours trying to fix this but nothing helped. I was trying various things like changing the order in which the triangles are rendered and it didn't help either. Thanks for any help. Here's my code.

            ...

            ANSWER

            Answered 2022-Feb-17 at 22:40

            You currently are using glEnable(GL_DEPTH_TEST) withglDepthFunc(GL_LESS), which means only fragments having a smaller z (or depth) component are rendered when rendering overlapped triangles. Since your vertex positions are defined with the back-face having a smaller z coordinate than the front-face, all front-face fragments are ignored (since their z coordinate is larger).

            Solutions are:

            • Using glDepthFunc(GL_GREATER) instead of glDepthFunc(GL_LESS) (which may not work in your case, considering your vertices have z <= 0.0 and the depth buffer is cleared to 0.0)
            • Modify your vertex positions to give front-face triangles a smaller z component than back-face triangles.

            I believe that when using matrix transforms, a smaller z component normally indicates the fragment is closer to the camera, which is why glDepthFunc(GL_LESS) is often used.

            Source https://stackoverflow.com/questions/71150895

            QUESTION

            Project update recommended: Android Gradle Plugin can be upgraded. Error message: Can not find AGP version in build files
            Asked 2022-Feb-06 at 03:17

            After a recommendation in Android Studio to upgrade Android Gradle Plugin from 7.0.0 to 7.0.2 the Upgrade Assistant notifies that Cannot find AGP version in build files, and therefore I am not able to do the upgrade.

            What shall I do?

            Thanks

            Code at build.gradle (project)

            ...

            ANSWER

            Answered 2022-Feb-06 at 03:17

            I don't know if it is critical for your problem but modifying this

            Source https://stackoverflow.com/questions/69307474

            QUESTION

            Swift, array, image processing. Is using array.map() the fastest way to process all data in an array?
            Asked 2022-Jan-26 at 20:03

            I have an array with many millions of elements (7201 x 7201 data points) where I am converting the data to a greyscale image.

            ...

            ANSWER

            Answered 2022-Jan-26 at 17:25

            This is not a complete answer to your question, but I think it should give you a start on where to go. vDSP is part of Accelerate, and it's built to speed up mathematical operations on arrays. This code uses multiple steps, so probably could be more optimised, and it's not taking any other filters than linear into account, but I don't have enough knowledge to make the steps more effective. However, on my machine, vDSP is 4x faster than map for the following processing:

            Source https://stackoverflow.com/questions/70864092

            QUESTION

            Reading texture data with glGetTexImage after writing from compute shader with imageStore
            Asked 2022-Jan-26 at 06:06

            I'm generating noise into 3D texture in compute shader and then building mesh out of it on CPU. It works fine when I do that in the main loop, but I noticed that I'm only getting ~1% of noise filled on the first render. Here is minimal example, where I'm trying to fill 3D texture with ones in shader, but getting zeroes or noise in return:

            ...

            ANSWER

            Answered 2022-Jan-26 at 06:06

            You need to bind the texture to the image unit before executing the compute shader. The binding between the texture object and the shader is established through the texture image unit. The shader knows the unit because you set the unit variable or specify the binding point with a layout qualifier, but you also need to bind the object to the unit:

            Source https://stackoverflow.com/questions/70857263

            QUESTION

            Synchronize work between CPU and GPU within single command buffer using MTLSharedEvent
            Asked 2022-Jan-11 at 10:53

            I am trying to use MTLSharedEvent along with MTLSharedEventListener to synchronize computation between GPU and CPU, as in example provided by Apple (https://developer.apple.com/documentation/metal/synchronization/synchronizing_events_between_a_gpu_and_the_cpu). Basically what I want to achieve is have work split into 3 parts executed in order, like so:

            1. GPU computation part 1
            2. CPU computation based on results from GPU computation part 1
            3. GPU computation part 2 after CPU computation

            My problem is that eventListener block is always called before command buffer is being scheduled for execution, which make my CPU task execute first in order.

            To simplify the case, let’s use simple commands that fill MTLBuffer with certain values (my original use case is more complicated, as using compute encoders with custom shaders, but behaves the same):

            ...

            ANSWER

            Answered 2022-Jan-11 at 10:53

            This is perfectly fine that command buffer is committed. In fact if it wouldn't be committed you'll never get to notify block.

            GPU and CPU runs in parallel. So when you use MTLEvent you don't stop executing CPU code (all the Swift code actually). You just tell GPU in what order to execute GPU code.

            So what's happening in your case:

            1. All your code runs in a single CPU thread without any interruption.
            2. GPU starts executing command buffer commands only when you call commit(). Before it GPU actually don't do anything. You just scheduled command to be performed on GPU but don't perform them.
            3. When GPU executes commands it checks for your MTLEvent. It performs part 1, then encodes value 1 to event, performs notify block, encodes value 2, performs second GPU block.

            But again all the actual GPU work starts only when you call commit() on command buffer. That's why buffer is already committed in notify block. Because it is performed after commit().

            Source https://stackoverflow.com/questions/70646270

            QUESTION

            WebGL textures from YouTube video frames
            Asked 2022-Jan-08 at 15:24

            I'm using the technique described here (code, demo) for using video frames as WebGL textures, and the simple scene (just showing the image in 2D, rather than a 3D rotating cube) from here.

            The goal is a Tampermonkey userscript (with WebGL shaders, i.e. video effects) for YouTube.

            The canvas is filled grey due to gl.clearColor(0.5,0.5,0.5,1). But the next lines of code, which should draw the frame from the video, have no visible effect. What part might be wrong? There are no errors.

            I tried to shorten the code before posting, but apparently even simple WebGL scenes require a lot of boilerplate code.

            ...

            ANSWER

            Answered 2022-Jan-08 at 15:24

            Edit: As it has been pointed out, first two sections of this answer are completely wrong.

            TLDR: This might not be feasible without a backend server first fetching the video data.

            If you check the MDN tutorial you followed, the video object passed to texImage2D is actually an MP4 video. However, in your script, the video object you have access to (document.getElementsByTagName("video")[0]) is just a DOM object. You don't have the actual video data. And it is not easy to get access to that for YouTube. The YouTube player do not fetch the video data in one shot, rather the YouTube streaming server makes sure to stream chunks of the video. I am not absolutely sure on this, but I think it'll be very difficult to work around this if your goal is to have a real time video effects. I found some discussion on this (link1, link2) which might help.

            That being said, there are some issues in your code from WebGL perspective. Ideally the code you have should be showing a blue rectangle as that is the texture data you are creating, instead of the initial glClearColor color. And after the video starts to play, it should switch to the video texture (which will show as black due to the issue I have explained above).

            I think it is due to the way you had setup your position data and doing clip space calculation in the shader. That can be skipped to directly send normalized device coordinate position data. Here is the updated code, with some cleaning up to make it shorter, which behaves as expected:

            Source https://stackoverflow.com/questions/70627240

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

            Vulnerabilities

            No vulnerabilities reported

            Install shaders

            You can download it from GitHub.

            Support

            When using a ShaderMaterial, how does the attribute color get its value?What's the point of the ShaderMaterial.vertexColors flag?Should Geometry.colors ever be used with a Mesh, or just ParticleSystem and Line?
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