shaders | First steps with GLSL shaders
kandi X-RAY | shaders Summary
kandi X-RAY | shaders Summary
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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Top functions reviewed by kandi - BETA
- 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
shaders Key Features
shaders Examples and Code Snippets
Community Discussions
Trending Discussions on shaders
QUESTION
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 07:08You 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
:
QUESTION
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 21:55Why 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.:
QUESTION
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 20:23I 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.
QUESTION
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 11:14By 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
:
QUESTION
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 22:40You 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 ofglDepthFunc(GL_LESS)
(which may not work in your case, considering your vertices havez <= 0.0
and the depth buffer is cleared to0.0
) - 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.
QUESTION
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 03:17I don't know if it is critical for your problem but modifying this
QUESTION
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 17:25This 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:
QUESTION
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 06:06You 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:
QUESTION
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:
- GPU computation part 1
- CPU computation based on results from GPU computation part 1
- 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 10:53This 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:
- All your code runs in a single CPU thread without any interruption.
- 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. - When GPU executes commands it checks for your
MTLEvent
. It performs part 1, then encodes value1
to event, performs notify block, encodes value2
, 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()
.
QUESTION
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 15:24Edit: 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:
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