glsles Questions

3

Solved

There is no inverse command in glsl es 2.0 But I saw that I can 1.0/mat2 . But I fear it'll just divide component wisely. Or not? But if so, is there some trick for this (get 1/det fast)?
Lippi asked 25/3, 2014 at 18:45

3

Solved

Has anyone been successful in using GLSL 3 ES shaders with three.js library? From what I know it is impossible for latest revision (r68) beacuse one can't even set a directive (which is required, a...
Alvarez asked 23/8, 2014 at 13:1

3

Solved

I am trying to write a compact and simple noise function with a strictly FP16 limit. This is with what I came out so far, but I think somewhere on the operation the number gets too small for fract ...
Apartheid asked 24/11, 2012 at 11:7

1

Solved

I'm creating a terrain mesh, and following this SO answer I'm trying to migrate my CPU computed normals to a shader based version, in order to improve performances by reducing my mesh resolution an...
Reina asked 22/6, 2020 at 17:1

4

Solved

In an OpenGL program you typical declare something like this in a vertex shader varying bool aBooleanVariable; and then read the value in the fragment shader. How do you do this within the frame...
Comminate asked 31/5, 2016 at 12:53

4

Solved

This question is very related to the question here(How do I convert a vec4 rgba value to a float?). There is some of articles or questions related to this question already, but I wonder most of ar...
Bomke asked 18/2, 2016 at 16:17

2

Solved

I need to warp a rectangular texture to texture with polar coordinates. To spread the light on my problem, I am going to illustrate it: I have the image: and I have to deform it using shader to ...
Cantara asked 19/9, 2014 at 10:47

1

I want to specify textures to be used when I render an array of sprites. So I put a texture index in their vertex data, and pass it as a flat value from my vertex shader to my fragment shader, but ...
Okelley asked 27/1, 2019 at 12:50

3

Solved

I'm looking to parallelize some complex math, and WebGL looks like the perfect way to do it. The problem is, you can only read 8 bit integers from textures. I would ideally like to get 32 bit numbe...
Blackburn asked 26/8, 2013 at 21:27

3

I'm trying to use multiple textures in a single PointCloud using a ShaderMaterial. I'm passing a texture array to the shader along with texture index attributes and selecting the appropriate textur...
Furring asked 26/10, 2014 at 23:19

3

Solved

I'm having trouble accessing an array in a fragment shader using a non-constant int as the index. I've removed the formula as it wouldn't make much sense here anyway, but my code is meant to calcul...
Cess asked 22/10, 2013 at 22:44

1

Solved

I have seen solution to color fragments based on their position in screen space or in their local object space like Three.js/GLSL - Convert Pixel Coordinate to World Coordinate. Those are working ...
Proboscis asked 27/8, 2017 at 15:1

1

Solved

I'm trying to make an app that draws an image in Android Studio with NDK and JNI to call C++ Code using OpenGL ES. I have went through the tutorial how to do this in OpenGL at : https://learnopengl...
Citadel asked 14/2, 2017 at 16:48

1

Solved

In some WebGL application, let's assume that we have a GLSL vertex shader which starts like this: attribute vec4 foo1; attribute vec4 foo2; attribute vec4 foo3; attribute vec4 foo4; and some cor...
Crouse asked 9/8, 2016 at 14:7

2

I'm trying to rotate a texture in a fragment shader, instead of using the vertex shader and matrix transformations. The rotation has the pivot at the center. The algorithm works fine when renderi...
Cambogia asked 21/1, 2015 at 19:12

1

Solved

The following shader method: float[1] GetArray() { float array[1]; array[0] = 1.0; return array; } Gives me: ERROR: 0:1: 'GetArray' : syntax error: Array size must appear after variable name ...
Courthouse asked 1/12, 2015 at 21:38

2

I am trying to write a simple vertex shader for an OpenGL ES app on the iPhone, but my array constructor is causing me trouble. attribute vec4 normal; attribute vec4 position; void main(void){ ...
Libna asked 10/2, 2015 at 15:27

2

Solved

when I switch to use OpenGL ES 3 with GLSL 300, I met the following error in my frag shader undeclared identifier gl_FragColor when using GLSL 100, everything is fine.
Mareld asked 2/11, 2014 at 1:56

4

Solved

I'm currently trying to get this bokeh shader to work with GPUImage: http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update) This is what I've got at the...
Heine asked 25/4, 2014 at 12:8

3

Solved

I've been trying to find a clear answer, but it seems no one has clearly asked the question. Can I use a 1D sampler and 1D texture in WebGL Chrome, Firefox, Safari, IE, etc? EDIT Understandably ...
Bourque asked 8/5, 2014 at 11:0

1

Solved

I'm starting to learn Shaders now (HLSL, GLSL) and I saw a lot of tutorials where there weren't many variables created and that made reading harder. I was wondering if the creation of new variables...
Amandaamandi asked 22/12, 2013 at 6:7

1

Solved

I have a simple shader in my Three.js application that colors the screen red. However, I want to color all pixels to the right of a given world position to to a different color. I have seen some ...
Autoclave asked 1/12, 2013 at 0:51

1

Solved

I have the following fragment shader: precision highp float; varying highp vec2 vTexCoord; uniform sampler2D uColorTexture; void main () { highp vec4 tmp; tmp = ((texture2D (uColorTexture, vT...
Toon asked 25/7, 2013 at 15:0

1

Solved

I am trying to create an asteroid by applying a displacement map with perlin noise to a sphere. Everything works as expected except that the poles of the sphere are distorted. It looks like as if t...
Jargon asked 8/4, 2013 at 10:29

3

I am very new to OpenGL. I am trying to draw textured quads (2 triangles). The size of texture is 900x900px. I have no problems with one quad but when I trying to draw 5-10 quads I see noticable s...
Umont asked 21/2, 2013 at 5:25

© 2022 - 2024 — McMap. All rights reserved.