shader-program | Lightweight WebGL Shader Helper | Graphics library

 by   bsehovac JavaScript Version: Current License: No License

kandi X-RAY | shader-program Summary

kandi X-RAY | shader-program Summary

shader-program is a JavaScript library typically used in User Interface, Graphics, WebGL applications. shader-program has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Lightweight WebGL Shader Helper
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            kandi-support Support

              shader-program has a low active ecosystem.
              It has 46 star(s) with 13 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of shader-program is current.

            kandi-Quality Quality

              shader-program has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              shader-program 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

              shader-program 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.
              shader-program saves you 186 person hours of effort in developing the same functionality from scratch.
              It has 460 lines of code, 0 functions and 6 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            shader-program Key Features

            No Key Features are available at this moment for shader-program.

            shader-program Examples and Code Snippets

            No Code Snippets are available at this moment for shader-program.

            Community Discussions

            QUESTION

            Rendering compute-shader output to screen
            Asked 2019-Sep-22 at 18:16

            I'm trying to set up a pipeline to do some raymarching-rendering.

            At first I set up a vertex and a geometry shader to take just 1 arbitrary float, and make a quad so I can use just the fragment shader, and input data via passing it through all shaders or uniforms.

            But then I came across the compute shader, and found some tutorials but all just did nearly the same, making a quad and rendering compute-shaders output to it, I think that's pretty stupid, if you have the possibility to render how you want with the compute shader and still do tricks to get your result.

            After some further research i found the function 'glFramebufferImage2D' and as far as I understood it, it attaches an ImageTexture (the one I wrote to with my compute shader in my case) to the Framebuffer (the buffer thats displayed as far as i understood it). So i dont have to do the quad generating trick. But the code I wrote just shows a black screen. Did i get something wrong? or did i missed something in my code?

            This is my code: (I'm not worrying about warnings and detaching shader-programs yet. I just wanted to test the concept for now.)

            main.rs

            ...

            ANSWER

            Answered 2019-Sep-21 at 22:19

            There is an issue when you generate the texture. The initial value of TEXTURE_MIN_FILTER is NEAREST_MIPMAP_LINEAR. If you don't change it and you don't create mipmaps, then the texture is not "complete".
            Set the TEXTURE_MIN_FILTER to either NEAREST or LINEAR to solve the issue:

            Source https://stackoverflow.com/questions/58042393

            QUESTION

            OpenGL/C++: Problem passing multiple textures to one shader
            Asked 2019-May-11 at 10:50

            I followed the tutorial on https://learnopengl.com/Lighting/Lighting-maps and got some weird errors when using multiple textures (one for specular and one for diffuse lighting). When using only one Texture everything works fine but after using two textures, the cube renders either only black or only the specular texture is applied.

            I searched through all similar questions on stackoverflow and read through the OpenGL documentation but still can't figure out why the second texture is not working.

            This is the render-loop part of my main.cpp that is creating the cube that is supposed to be rendered with the two textures. The shaders and textures all load and compile fine.

            ...

            ANSWER

            Answered 2019-May-02 at 20:40

            After the name (value) of the texture is generated by glGenTexture, the named texture has to be bound to a texturing target by glBindTexture, before the texture image is specified by glTexImage2D.
            glTexImage2D defines the texture images for the texture, which is currently bound to the specified target:

            Source https://stackoverflow.com/questions/55959818

            QUESTION

            C++: OpenGL: Drawing multiple geometries
            Asked 2017-Jul-23 at 21:45

            i am programming a Super-Hyper-Mega-Lydian-Über-3D-Game and i am struggling to draw multiple geometries one after another.

            Drawing a single geometrie works fine, however if i am trying to draw more than one the geometries switch their vertex-data and their shader-program; or they switch positions and rotational-axis. This is how it looks if i draw one cube: http://i.imgur.com/zmTPc0h.png This is how it looks like if i draw a spaceship after that cube: http://i.imgur.com/10HDjm9.png Here is my code for this application:

            ...

            ANSWER

            Answered 2017-Jul-23 at 21:44

            You are uploading the fullMatrix to the shader before binding the shader. Since glMatrix4fv calls always operate on the currently bound shader, you are using wrong matrices when drawing.

            Solution: Call the functions in the correct order

            Source https://stackoverflow.com/questions/45270123

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

            Vulnerabilities

            No vulnerabilities reported

            Install shader-program

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/bsehovac/shader-program.git

          • CLI

            gh repo clone bsehovac/shader-program

          • sshUrl

            git@github.com:bsehovac/shader-program.git

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