OpenGL ES (2.0) Shading Language: How to input boolean into vertex shader and pass to fragment shader?
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): // 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
// ...
}
}
|
How can I feed compute shader results into vertex shader w/o using a vertex buffer?
Date : March 29 2020, 07:55 AM
wish help you to fix your issue Ok first thing I would suggest, is to turn on debug layer (Use Debug flag when you create your device), then go to project properties, debug tab, and tick "Enable unmanaged code debugging" or "Enable native code debugging". When you start to debug the program the runtime will give you potential warnings if something wrong with pipeline state. ComputeShader.SetUnorderedAccessView(TRIANGLE_SLOT, null)
|
What happens if Vertex Attributes not match Vertex Shader Input
Tag : opengl , By : Cube_Zombie
Date : March 29 2020, 07:55 AM
I wish did fix the issue. As I know, if the vertex buffer has an attribute that shader does not use, there will be no problem. , There are two scenarios:
|
understanding the fragment shader input from the vertex shader
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , The vertex positions go through the perspective division and viewport transform after they leave the vertex shader. That transforms them from clip coordinates (-1..1 in x,y, 0..1 in z) to framebuffer coordinates (x=0..width-1, y=0..height-1, z=0..1). The fragment shader receives interpolated positions in the framebuffer coordinate space. Since the fragment position coordinates are in framebuffer space, almost all of the xy values will be greater then 1.0, so your color will just be maximum red, maximum green, and then whatever z value you've got. You probably want to re-normalize them, i.e. divide the position x value by the framebuffer width and position y by framebuffer height.
|
Why would copying a value from vertex shader input to vertex shader (flat) output result in a different value?
Tag : opengl , By : user121501
Date : September 04 2020, 07:00 PM
should help you out You have to use glVertexAttribIPointer (focus on I) for the specification of integral attributes. In compare to glVertexAttribPointer for floating point attributes. See glVertexAttribPointer. Note, the type parameter of this functions specifies the type of the source data only, but it doesn't say anything about the type of the attribute. For each attribute base type (float point, integral, 64-bit double precision float), there is a different function.
|