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Questions tagged [glsl]

A programming language for OpenGL shaders.

0 votes
0 answers
41 views

I've reached normal maps as I was learning OpenGL, and I decided to calculate the tangents on the CPU. The issue is that my lighting uses custom structs and it ...
Grinding For Reputation's user avatar
0 votes
0 answers
161 views

This is my first time using this website and I'm a beginner too, so sorry if what I'm asking doesn't make sense. I am using C++ and OpenGL to make a basic platformer. My issue is that the fragment ...
Zuper Potato's user avatar
1 vote
1 answer
173 views

I'm programming a Ray Tracer using Rust and OpenGL, I've already made Ray Tracing work in the basics by converting the data to an SSBO and sending it to the Shader in a basic way... The problem is ...
Arthur Sally's user avatar
1 vote
0 answers
75 views

so i have this compute shader in glsl that creates a heightmap: ...
Barzoius Mecca's user avatar
0 votes
1 answer
87 views

I'm trying to import 3D models into OpenGL using Rust and GLFT models, the problem is that this function used to work... Now it doesn't work at all! It's working to load the 3D model, with the texture ...
Arthur Sally's user avatar
1 vote
1 answer
125 views

I am having a strange issue with my sprites, which is kind of difficult to describe, but hopefully the attached images will illustrate. I have drawn two 1 pixel lines on my sprite to help with this, ...
starrider's user avatar
2 votes
1 answer
328 views

I have some sprites in my game, mostly though not entirely UI related, that I would like to be able to scale to different sizes without warping the borders of the sprite. Looking around I was able to ...
starrider's user avatar
0 votes
1 answer
111 views

Hei I'm trying to create my own UI renderer from scratch using SDF functions, got it working pretty good without any transformations, but now I would like to add ...
Tonis's user avatar
  • 31
0 votes
0 answers
714 views

I am trying to follow LearnOpenGL while coding in the Zig language, and something that is very odd is that sometimes my shader compilation fails even though I changed nothing between executing the app....
user avatar
1 vote
0 answers
83 views

I am trying to build a compute shader to retrieve pixel color values from a noise-generated image using GLSL and Godot 4.2. The image itself is a 3840 x 2160 and formatted in RG8. I would expect ...
Haruto Kaito's user avatar
0 votes
1 answer
186 views

I implemented lightmap creation for a tilemap, but I cannot figure out how do I interpolate light intensity values. For now, my lighted tiles create an obvious grid-like structure. It was pretty easy ...
Steyrix's user avatar
  • 279
0 votes
1 answer
212 views

I have been working on an Infinity Grid shader for my engine. It was already implemented to Vulkan’s GLSL, so it worked great with OpenGL’s (4.6) GLSL. Here's a reference. This basic shader with ...
Kenny Tutorials's user avatar
0 votes
1 answer
161 views

I setup simple single light source lighting around campfire object. However, as can be seen, the transition between lightened area and unlighted one is sharp. The GLSL fragment shader code: ...
Steyrix's user avatar
  • 279
0 votes
1 answer
178 views

I'm writing a deferred rendering pipeline and my fragment shader looks like this: ...
Ronen Ness's user avatar
0 votes
1 answer
71 views

I wanted to know if there is any special optimization going on with uniforms and shaders. The issue I'm facing is that when increasing an uniform which is clamped to an option by a modulo, it only ...
Yvain's user avatar
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