glsl | GLSL parser for Rust | Parser library
kandi X-RAY | glsl Summary
kandi X-RAY | glsl Summary
GLSL parser for Rust
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of glsl
glsl Key Features
glsl Examples and Code Snippets
Community Discussions
Trending Discussions on glsl
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
Consider the simple shader below (header over to shadertoy.com/new and paste the code to try it out).
Basically, I'm trying to figure out if it is possible to tweak the dot()
version to get the exact same result for these two function calls:
ANSWER
Answered 2021-Dec-31 at 00:04They're different because x2 is not linear with respect to x.
Let's say that x
is the radius of the circle. (x/2) is halfway across the circle. Well, (x/2)2 is (x2)/4. This means that when the distance is halfway from the center to the edge, the dot(d, d)
version will only act like it is one quarter of the way from the center to the edge.
Using the square of the distance (what you get with dot
) is only valid if you're trying to test if a point is within a circle, not where it is within the circle.
QUESTION
In the attempt to get diffuse lighting correct, I read several articles and tried to apply them as close as possible.
However, even if the transform of normal vectors seems close to be right, the lighting still slides slightly over the object (which should not be the case for a fixed light).
Note 1: I added bands based on the dot product to make the problem more apparent.
Note 2: This is not Sauron eye.
In the image two problems are apparent:
- The normal is affected by the projection matrix: when the viewport is horizontal, the normals display an elliptic shading (as in the image). When the viewport is vertical (height>width), the ellipse is vertical.
- The shading move over the surface when the camera is rotated around the object.This is not much visible with normal lighting, but get apparent when projecting patterns from the light source.
Code and attempts:
Unfortunately, a minimal working example get soon very large, so I will only post relevant code. If this is not enough, as me and I will try to publish somewhere the code.
In the drawing function, I have the following matrix creation:
...ANSWER
Answered 2021-Dec-24 at 14:40Lighting calculations should not be performed in clip space (including the projection matrix). Leave the projection away from all variables, including light positions etc., and you should be good.
Why is that? Well, lighting is a physical phenomenon that essentially depends on angles and distances. Therefore, to calculate it, you should choose a space that preserves these things. World space or camera space are two examples of angle and distance-preserving spaces (compared to the physical space). You may of course define them differently, but in most cases they are. Clip space preserves neither of the two, hence the angles and distances you calculate in this space are not the physical ones you need to determine physical lighting.
QUESTION
Let's first acknowledge that OpenGL is deprecated by Apple, that the last supported version is 4.1 and that that's a shame but hey, we've got to move forward somehow and Vulkan is the way :trollface: Now that that's out of our systems, let's have a look at this weird bug I found. And let me be clear that I am running this on an Apple Silicon M1, late 2020 MacBook Pro with macOS 11.6. Let's proceed.
I've been following LearnOpenGL and I have published my WiP right here to track my progress. All good until I got to textures. Using one texture was easy enough so I went straight into using more than one, and that's when I got into trouble. As I understand it, the workflow is more or less
- load pixel data in a byte array called
textureData
, plus extra info glGenTextures(1, &textureID)
glBindTexture(GL_TEXTURE_2D, textureID)
- set parameters at will
glTexImage2D(GL_TEXTURE_2D, ... , textureData)
glGenerateMipmap(GL_TEXTURE_2D)
(although this may be optional)
which is what I do around here, and then
glUniform1i(glGetUniformLocation(ID, "textureSampler"), textureID)
- rinse and repeat for the other texture
and then, in the drawing loop, I should have the following:
glUseProgram(shaderID)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, textureID)
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, otherTextureID)
I then prepare my fancy fragment shader as follows:
...ANSWER
Answered 2021-Dec-13 at 19:23Instead of passing a texture handle to glUniform1i(glGetUniformLocation(ID, "textureSampler"), ...)
, you need to pass a texture slot index.
E.g. if you did glActiveTexture(GL_TEXTUREn)
before binding the texture, pass n
.
QUESTION
Does the attribindex
in glVertexAttribFormat
correspond with the layout location in my GLSL vertex shader?
i.e. if I write
...ANSWER
Answered 2021-Nov-27 at 04:02Yup. Otherwise without a location
specifier you have to query the attribute location via glGetAttribLocation()
after program linking or set it before program linking via glBindAttribLocation()
.
QUESTION
I have started building a mandelbrot viewer application with WebGL2 and JavaScript and am trying to implement series approximation at a basic level. I'm currently getting weird/distored/incomplete images depending on the number of iterations and the reference point I'm using (currently just the center of the viewport in the complex plane).
I don't have a heavy math background so it's entirely possible (apparent) that I've screwed up my calculations somewhere. I know there are separate concerns with choosing reference points, the number of iterations that can be done with the coefficients without distorting the image, etc., but I'm just trying to see the basic concept working. Currently I am only skipping 1 iteration with a reference point near the origin (-0.5, 0.0), and I don't think the result is supposed to be this distorted.
If someone is able to see and explain to me where the logic in the code has gone wrong to produce this result I would greatly appreciate it. I'll try to include all of the relevant code, including the fragment shader and JavaScript code so you should have all the information needed.
fragment.glsl
...ANSWER
Answered 2021-Nov-06 at 18:31I solved my own problem. The coefficients and the current "xn" (z) value were out of sync by 1 iteration. Re-reading this paper helped me realize that I was skipping an iteration of x which throws off the delta n calculations. I now have a better idea of how to apply the same logic for other reference points besides the center of the screen (should just have to add the distance of x0 from center when computing delta 0) and can begin exploring optimizations like choosing good reference points and detecting glitches, calculating how many times to iterate with the coefficients, etc.
The fractal looks normal with the x sub 0 coefficients plugged in at broad zoom levels, and when applied beyond that becomes increasingly accurate at deeper zoom levels like it's supposed to. Relevant fixed code:
fragment.glsl
QUESTION
I have read and pieced multiple projects together in order to create an x11 window with open gl working, with the preinstalled GL/gl.h and GL/glx.h. The problem I get is that the triangles I want to draw to the screen does not show. What I think is that I have not setup any projecting parameters etc, or that the triangles doesn't get drawn to the space I want to draw to.
I do get a window and I am able to setup xevents that triggers after I have subscribed with eventmasks. Pressing 'esc' key will trigger an event which will in the end call Shutdown()
and break the loop, free up x11 and gl stuff, and lastly exit the program. So the only thing that doesn't work is the drawing to screen stuff which basically is the main point of my program.
How can I resolve this?
main.cpp:
...ANSWER
Answered 2021-Oct-22 at 15:11Your code will not render the triangle, but will generate GL_INVALID_OPERATION
on your glBegin
/glEnd
construct instead. The reason lies here:
QUESTION
As I understand it (correct me if I'm wrong) I can share data between a compute shader and a vertex shader by binding both to the same buffer.
The vertex program is able to display my particles which are drawn as points but they are not being updated by the compute shader. I assume that I've simply missed something obvious but I can't for the life of me see it.
Fragment Shader:
...ANSWER
Answered 2021-Oct-08 at 15:50See OpenGL 4.6 API Core Profile Specification - 7.3 Program Objects:
[...]
Linking can fail for a variety of reasons [...], as well as any of the following reasons:
[...]
- program contains objects to form a compute shader (see section 19) and, program also contains objects to form any other type of shader.
You need to create 2 separate shader programs. One for primitive rendering (vertex and fragment shaders) and one for computing vertices (compute shader):
QUESTION
I'm trying to create an underwater filter by utilizing shaders in SparkAR. My filter looks like intended in SparkAR, but not at all when tested in Instagram. Here is a comparison, SparkAR on the left, Instagram on the right:
I thought it had something to do with the resolution, so I tried everything there already: upscaling, calculating the UVs by using getModelViewProjectionMatrix() instead of getRenderTargetSize(), etc.
Nothing worked, so I hope someone here has experienced something similar and can help me out!
Here is the shader code used:
...ANSWER
Answered 2021-Sep-03 at 21:36You need to read the article : https://sparkar.facebook.com/ar-studio/learn/sparksl/cross-device-shader-sparksl#opengl
In short, the issue is precision of floats.
And never use:
QUESTION
I have the following challenge. I am doing a series of experiments in graphics where I need to author sdf functions. These functions must exist in glsl and c++ simultaneously for different purposes. Said otherwise, in both glsl and c++ there must be a function SdfFunction
that computes the exact same SDF.
Current possible approaches:
- Author the function twice by hand. This super slow and very prone to error.
- Make a parser script that must be run to convert glsl code into C++ or vice versa. This suffers from only working at build time and needing an additional programming language (to make it portable).
- Have the C++ code itself parse the files. Then compile a dynamic loaded library and link at runtime to the generated files. I have no idea how to actually do this one and it sounds very messy.
Do I have an alternative?
...ANSWER
Answered 2021-Aug-31 at 08:07I am using a bit different approach. I created GLSL_math.h template for CPU side C++ code with the same syntax and functionality as GLSL (swizzling included) so I can run the same math code on GLSL and CPU for debugging purposes. The template also contains local and global rotations which are not present in native GLSL (as I intended to use this also as replacement for my old reper and vector math classes and needed the functionality)
The template was done in Embarcadero (Borland) BDS2006 Turbo C++ so it might need some tweeking in different C++ IDE / compiler. Most of the code was autogenerated with function _vec_generate
which is included but commented out as it uses AnsiString which is not present outside VCL as coding this manually would be insane (~244KByte).
The texture access and stuff differences between CPU/GLSL I handle by macro statements like in here:
where only the macro differs for GLSL and CPU ...
This way I can use my C++ IDE debugging features like breakpoints, tracing, watches ... without which I would never accomplish more complex shaders like the raytracers through mesh or voxel maps ...
For cases when behavior differs (different FPU implementations or GLSL quirks and bugs related to drivers) I use this:
to directly print out sub-results from fragment shader
Here a sample test code in order to test the template operator syntax fuctionality (different compiler might need to change the operator header syntax slightly until it compiles):
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install glsl
Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page