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shaderGLSL : Graphic card bug ? QC bug ? Bad code ?Hi ! I've been fascinated for months with toneburst CI implementation of Light Scattering, from GPU Gems. So I decided to try to make a GLSL Shader with it. In fact, while googling I found some simple GLSL code coming directly from GPU Gems (http://stackoverflow.com/questions/13489703/sfml-2-0-glsl-volumetric-lig...). But, it is very buggy, and it looks like a graphic card bug, or maybe I'm not dealing with the texture properly, or... could it be a QC bug ? (I'm on 10.8) I would be extremely grateful for any advice on this :-) Thanks. Ben
Pacman Core Image (Composition by gtoledo3)
This is a pacman animation, working in core image. Raytrace Core Image (Composition by gtoledo3)
Nothing super fancy, but a raytracer working in core image. I'd been thinking about doing this for awhile, from being interested in the way core image always has a dedicated image output without having to render to screen/texture to do something with the result. It's a little bit of a pain because of typically used functions and working styles not being supported, but it works if you stay within the boundaries. It seems a little slower than GLSL. Less substantial/2D oriented fragment shaders tend to perform better when transferred, seemingly. How to not overwrite a models texture with the glsl fragment shaderHi All, How do I keep glsl from overwriting the texture details that get loaded with a model? I've attached an example composition where I texture the teapot with its image port. This works fine outside a shader but as soon as I place it inside my model goes white. Apart from having a search on the web and not being able to find it I came across this thread - https://kineme.net/Discussion/GeneralDiscussion/Fisheyeviewplugin which at one stage talks about the same thing. Chris mentioned adding the following to the vertex shader:
And the following to the fragment shader
but it doesn't work. I get the feeling this is something simple and easy but I just can't see where I'm going wrong Cheers James
Kali (Composition by gtoledo3)
This uses the Kali fractal equation from fragmentarium, rejiggered into working in GLSL 120. In order to get a milder look, back down on the color values. Licensed under GPL/LGPL. (edit: .01, vert shader bugfix). |