shadertest | A Python library for unit testing GLSL functions | Unit Testing library

 by   Kupoman Python Version: 0.2.1 License: MIT

kandi X-RAY | shadertest Summary

kandi X-RAY | shadertest Summary

shadertest is a Python library typically used in Testing, Unit Testing applications. shadertest has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can install using 'pip install shadertest' or download it from GitHub, PyPI.

A Python library for unit testing GLSL functions.
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            kandi-support Support

              shadertest has a low active ecosystem.
              It has 5 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              shadertest has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of shadertest is 0.2.1

            kandi-Quality Quality

              shadertest has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              shadertest is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              shadertest releases are available to install and integrate.
              Deployable package is available in PyPI.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed shadertest and discovered the below as its top functions. This is intended to give you an instant insight into shadertest implemented functionality, and help decide if they suit your requirements.
            • Return the contents of the README . md file .
            Get all kandi verified functions for this library.

            shadertest Key Features

            No Key Features are available at this moment for shadertest.

            shadertest Examples and Code Snippets

            No Code Snippets are available at this moment for shadertest.

            Community Discussions

            QUESTION

            How can I properly create an array texture in OpenGL (Go)?
            Asked 2020-Dec-21 at 22:41

            I have a total of two textures, the first is used as a framebuffer to work with inside a computeshader, which is later blitted using BlitFramebuffer(...). The second is supposed to be an OpenGL array texture, which is used to look up textures and copy them onto the framebuffer. It's created in the following way:

            ...

            ANSWER

            Answered 2020-Dec-21 at 22:41
            vec4 c = texture(texAtlas, vec3(iCoords.x%16, iCoords.y%16, 7))
            

            Source https://stackoverflow.com/questions/65392626

            QUESTION

            How to create a blur shader
            Asked 2020-Sep-13 at 06:27

            I am following the following shader to create a blur.

            OpenGL es 2.0 Gaussian blur on triangle

            First i generate framebuffers.

            ...

            ANSWER

            Answered 2020-Sep-13 at 06:27

            In the implementation of the shader, the value for sigma has to be in range [0.0, 1.0]. A radius of 30 seems to be to large. Start with u_sigma = 0.5 and u_radius = 10.

            The the shader effect still looks wrong, because the computation of the alpha channel is wrong.
            You have copied the shader form a WebGL. WebGL by default uses premultiplied alpha, but your desktop application does not. See Straight versus premultiplied.
            Skip the division of the weighted sum of the color channels by the weighted sum of the alpha channel:

            gaussCol.rgb = clamp( gaussCol.rgb / gaussCol.w, 0.0, 1.0 );

            Source https://stackoverflow.com/questions/63857549

            QUESTION

            Libgdx Parallax shader
            Asked 2018-Apr-17 at 17:40

            I'm trying to make a shader-backed parallax effect using shader code listed here. But what I get is only a white screen.

            Also the forum post here says that "code doesn't use a SpriteBatch, it renders the Mesh directly with the texture parameters set up in the shader".

            I've never seen ShaderProgram to be used without setting it to a batch before, so might be I'm missing something very fundamental here.

            ...

            ANSWER

            Answered 2018-Apr-17 at 17:40

            That FullscreenQuad class uses a_texCoord0 for the UVs name, but the shader from the tutorial uses a_texCoords. These names need to match.

            To avoid difficult-to-debug problems like this, I would recommend not turning off ShaderProgram.pedantic while doing development builds. But do use it for releases to avoid hard crashes.

            Unrelated to your issue: The tutorial's last three lines in the fragment shader put a lot of hope in non-guaranteed compile-time optimizations. GLSL already has an optimized linear interpolation function. It might also be faster to only calculate RGB, since alpha will be unused in the end. The last lines should be changed to something like this.

            Source https://stackoverflow.com/questions/49883218

            QUESTION

            Webgl strange float math
            Asked 2017-Jun-06 at 05:55

            One gets strange results when modifying values of float variables inside a conditional statement when a uniform or texture coordinates are used in the condition. This happens inside a fragment shader on numerous mobile devices like iPhone 4S, iPhone 5, iPhone 5S, iPhone 6 (Safari, Chrome and Firefox), Samsung J3 (Android browser, Chrome) and quite possibly others. It seems the value can be compared to another float, but when is divided one gets zero if the divisor is more than half bigger than the value. Here is a simple test case. All values of R, G and B colors are expected to be the same 128 and the output should be thus grey, however on these mobile devices one gets R equal to zero and so the output is of sea color. The jsfiddle is here

            The html is:

            ...

            ANSWER

            Answered 2017-Jun-06 at 05:55

            I don't know how to work around low percision issues except to change your math not to run into the but you can conditionally ask for high percision

            Source https://stackoverflow.com/questions/44361299

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

            Vulnerabilities

            No vulnerabilities reported

            Install shadertest

            You can install using 'pip install shadertest' or download it from GitHub, PyPI.
            You can use shadertest like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            The following data types are supported for return values and function arguments:. For more information about GLSL data types, checkout the Khronos wiki page on them.
            Find more information at:

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            Install
          • PyPI

            pip install shadertest

          • CLONE
          • HTTPS

            https://github.com/Kupoman/shadertest.git

          • CLI

            gh repo clone Kupoman/shadertest

          • sshUrl

            git@github.com:Kupoman/shadertest.git

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