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Computer Graphics

Questions tagged [glsl]

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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.gltfI followed the tutorial ...
1vote
1answer
88views

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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0votes
0answers
93views

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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64views

I wanna implement shadows example from webgl2fundamentalsalso 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
0votes
0answers
77views

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 ...
0votes
0answers
114views

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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3votes
1answer
819views

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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0answers
87views

In GLSL, cubemaps within a shader can be read withgvec4 texture(gsamplerCube sampler, vec3 P, [float bias]);so a direction is used. How can the direction ...
Thomas's user avatar
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1vote
2answers
99views

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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0answers
50views

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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1vote
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195views

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 ...
0votes
1answer
591views

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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1answer
125views

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
1vote
0answers
81views

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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