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opengl - possibility of a mirroring shader?


opengl - possibility of a mirroring shader?

By : Mehrnaz T
Date : November 17 2020, 11:55 AM
around this issue There are no universal way to do that, in any 3D API i know of. Depending on your case there are several possible techniques with different downsides.
Planar reflections: That's what you are doing already. Note that your mirror needs to be flat and you have to clip so anything closer than the mirror ins't rendered into the texture. Good old cubemaps: attach a cubemap to each mirror then sample it in the reflection direction. This works for any surface but you will need to render the cubemaps (which can be done only once if you don't care about moving objects being reflected). I don't think you can do this without shaders but only the mirror will need one. Its a very common technique as it's easy do implement, can be dynamic and fairly cheap while being easy to integrate into an existing engine. Screen space ray-marching: It's what danny-ruijters suggested. Kind of like SSAO : for each pixel, sample the depth buffer along the reflection vector until you hit something. This has the advantage to be applicable anywhere (on arbitrary complex surfaces) however it can only reflect stuff that appear on screen which can introduce lots of small artifacts but it's completly dynamic and very simple to implement. Note that you will need an additional pass (or rendering normals into a buffer) to access your scene final color in while computing the reflections. You absolutely need shaders for that, but it's post process so it won't interfere with the scene rendering if that's what you fear. Some modern game engines use this to add small details to reflective surfaces without the burden of having to compute/store cubemaps.
code :


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OpenGL ES (2.0) Shading Language: How to input boolean into vertex shader and pass to fragment shader?

OpenGL ES (2.0) Shading Language: How to input boolean into vertex shader and pass to fragment shader?


By : Jacee Brown
Date : March 29 2020, 07:55 AM
wish of those help From §4.3.5 of The OpenGL® ES Shading Language version 1.0.17 (PDF):
code :
// vertex shader
attribute float a_my_bool;
varying float v_my_bool;
void main() {
    // ...
    v_my_bool = a_my_bool;
}

// fragment shader
varying float v_my_bool;
void main() {
    if (v_my_bool > 0.5) {
        // my_bool is true
        // ...
    } else {
        // my_bool is false
        // ...
    }
}
Shader working on Opengl Shader Builder but not in my OpenGL application

Shader working on Opengl Shader Builder but not in my OpenGL application


By : 山本雄太
Date : March 29 2020, 07:55 AM
it fixes the issue You set the glNormalPointer to your supposed normal data, but you forgot to enable the normal array at all, using glEnableClientState(GL_NORMAL_ARRAY) (and don't forget to disable it again after drawing), like you did with the position array. So all your vertices have the same default normal, which fits exactly to the effect you observe.
OpenGL ES 2.0: Vertex Shader compile status result is 0 with no Shader Log Info

OpenGL ES 2.0: Vertex Shader compile status result is 0 with no Shader Log Info


By : Mouse
Date : March 29 2020, 07:55 AM
To fix the issue you can do I think it's just a simple typo. The vertex shader is missing () after main:
code :
void main{
void main(){
JOGL, opengl 4.3, passing color vector from geometry shader, to fragment shader

JOGL, opengl 4.3, passing color vector from geometry shader, to fragment shader


By : Pedro Delasalle
Date : March 29 2020, 07:55 AM
help you fix your problem
Tessellation Evaluation Shaders only output 1 vertex. I do not know why you have declared out vec4 tse_color[];, but that is a mistake.
code :
// out vec4 tse_color[];        // WRONG
out vec4 tse_color;             // * Fixed

[...]

// tse_color[0] = tsc_color[0]; // WRONG
tse_color = tsc_color[0];       // * Fixed
tsc_color [gl_InvocationID] = vs_color [gl_InvocationID];
OpenGL 4.5 - Shader storage: write in vertex shader, read in fragment shader

OpenGL 4.5 - Shader storage: write in vertex shader, read in fragment shader


By : yamh
Date : March 29 2020, 07:55 AM
this will help I will not be very accurate, but I will try to explain you why your fragment shader does not see what your vertex shader write :
When your vertex shader write some informations inside your buffer, the value you write are not mandatory to be wrote inside video memory, but can be stored in a kind of cache. The same idea occur when your fragment shader will read your buffer, it may read value in a cache (that is not the same as the vertex shader).
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