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Questions tagged [glsl]

GLSL is the OpenGL shading language. Use this tag for questions which are specifically about shaders written in this language. For generic shader questions use [shader] instead.

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I extracted vertex data: positions, indices, weights and bone indices, as well as animation data: inverse-bind matrices, sampler inputs and outputs, etc, from SimpleSkin.gltf I followed the tutorial ...
Ofiongston's user avatar
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1 answer
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I have some SSBOs that are used in several shaders. So I want to save their definition and their call functions in a separate text file and include them into the shaders. This is really necessary ...
Thomas's user avatar
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I have two ssbo buffers: the data SSBO: It is an array of a structure that contains information. the delete SSBO: It is a list of free indices within the data SSBO. Each compute shader invocation ...
Thomas's user avatar
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I wanna implement shadows example from webgl2fundamentals also i a aware of framebuffer principe a have already working implementation of mirror projection. Ignore VS extra vars . I have trouble with ...
Nikola Lukic's user avatar
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I am trying to do shadow mapping in vulkan however, the result I am getting is not correct. For shadow mapping we can use a sampler2DShadow and textureProj which is what I am doing but the result ...
Nexi's user avatar
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I am trying to implement SSR using DDA but the output result seems to not product any reflections or reflect the scene. I feel the code is correct from my knowledge of graphics at the moment and ...
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I am trying to solve a problem with compute shaders. I have several shaders that are executed one after the other in a loop. At an unpredictable time, the memory is full and the shaders should be ...
Thomas's user avatar
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3 votes
1 answer
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I am currently writing a fragment shader where I want to draw an antialiased line. My first instinct was to calculate the color of each pixel based on the distance to the line. Something like: (using ...
Mos's user avatar
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In GLSL, cubemaps within a shader can be read with gvec4 texture(gsamplerCube sampler, vec3 P, [float bias]); so a direction is used. How can the direction ...
Thomas's user avatar
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2 answers
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When I was studying a code base of path tracing implementation (done in GLSL), I notice the author returned a pdf of generated camera ray: ...
Victor Li's user avatar
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I have converted the algorithm for calculating the HealPix value from Lat/Lon values from C++ to GLSL. The result is saved in a BMP image and looks correct. Both algorithms (C++ and GLSL) use the same ...
Thomas's user avatar
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1 vote
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I am trying to project an image overlayed on top of a mesh in screen space back to it's uvs. The UV triangles do not always cover entire pixels so i get this. The red is showing where the texture is ...
Dusan Bosnjak 'pailhead''s user avatar
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Good people of the graphics SO community, I am new to Graphics programming or GPU programming in general but I have been a game dev enthusiast for over 4-5 years. I started learning about Graphics ...
Prav's user avatar
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I'm currently visualizing scientific data as volumes using Three and GLSL. I have a raymarching script that is pretty standard and colors based on a colormap I feed into the shader. It looks like this ...
TheJeran's user avatar
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88 views

If you use the tessellation shader for triangle patches, you can only set the following four values to define the tessellation structure of the triangle: ...
Thomas's user avatar
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