Version du GLSL dans les Shaders
Share PostTwitterFacebook
News en vrac / WP sandbox
Share PostTwitterFacebook
Share PostTwitterFacebook
Share PostTwitterFacebook
Share PostTwitterFacebook
Share PostTwitterFacebook
Share PostTwitterFacebook
Share PostTwitterFacebook
Here is a GLSL code snippet to convert the exponential depth to a linear value: float f=1000.0; float n = 0.1; float z = (2 * n) / (f + n – texture2D( texture0, texCoord ).x * (f – n)); where: – f = camera far plane – n = camera near plane – texture0 […]
The tutorial The Art of Texturing Using the OpenGL Shading Language has been included in OpenGL.org website in OpenGL API OpenGL Shading Language Sample Code & Tutorials section. Rather cool… đ Share PostTwitterFacebook
As I said in this news, the release of Catalyst 8.10 BETA comes with a nice bugfix: vertex texture fetching is now operational on Radeon (at least on my Radeon HD 4850). From 2 or 3 months, Catalyst makes it possible to fetch texture from inside a vertex shader. You can see with GPU Caps […]
During the conversion of shaders written in Cg/HLSL, we often find the saturate() function. This function is not valid in GLSL even though on NVIDIA, the GLSL compiler accepts it (do not forget that NVIDIA’s GLSL compiler is based on Cg compiler). But ATI’s GLSL compiler will reject saturate() with a nice error. This function […]
[French] Un petit shader GLSL de velour (velvet en anglais) ça vous dit? Et bien en voilĂ un, tout du moins un aperçu de celui que je viens de coder pour les besoins d’une dĂ©mo avec le logiciel Smode. Smode… Un pur soft pour produire de la dĂ©mo. Et le truc cool c’est les dĂ©mos […]
A user from oZone3D.Net forum asked me some info about the GLSL support of Intel graphics chips. It’s wellknown (sorry Intel) that Intel has a bad OpenGL support in its Windows drivers and even if Intel’s graphics drivers support OpenGL 1.5, there is still a lack of GLSL support. We can’t find the GL_ARB_shading_language_100 extension […]
Packing a [0-1] float value into a 4D vector where each component will be a 8-bits integer: vec4 packFloatToVec4i(const float value) { const vec4 bitSh = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0); const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0); vec4 res = fract(value * bitSh); res -= res.xxyz * bitMsk; return res; } Unpacking a [0-1] […]
Je viens de m’amuser un peu avec Lumina. C’est un petit environnement de mise au point de shader GLSL. Le projet demarre et il y a encore pas mal de petites coquilles (essayez de charger plusieurs projets les uns Ă la suite des autres ou plus simplement chargez le projet de test deferred3.lum: l’interface graphique […]
While I was releasing the Julia’s Fractal demo, I tested it on NVIDIA and ATI (as usual before releasing a demo). And as usual, a new difference appeared in the way the GLSL is supported on ATI and on NVIDIA. On NVIDIA the following is line is ok but produces an error on ATI (Catalyst […]
The previous catalyst (7.11 / 7.12) had a nasty bug in dynamic lights management in GLSL. I’ve just tested the latest Catalyst 8.1 WHQL with the Demoniak3D demo I coded for, and the bug has been fixed. In the release notes, there is no trace of this bug and its correction. Anyway, now this bug […]
The latest Catalyst version is the 7.12 (the Cat7.12 internal number is 8.442.0.0). But exactly like the Cat7.11, these drivers have a bug in the management of dynamic lights in GLSL. But this time, I searhed for the source of bug because this bug is a little bit cumbersome in Demoniak3D demos. And we can’t […]
Les derniers pilotes Catalyst ont la version 7.12 (le numĂ©ro interne des Cat7.12 est le 8.442.0.0 – c’est pas un tĂ©lĂ©phone ok!). Mais exactement comme les 7.11, ces drivers ont un bug dans la gestion des lumiĂšres dynamiques en GLSL. Mais cette fois-ci, je me suis mis Ă la recherche du bug car il est […]
ATI vient de nous livrer les nouveaux Catalyst 7.11 pour nos belles Radeon. Mais on dirait que ça commence Ă ĂȘtre une habitude chez les petits gars d’ATI de nous pondre des pilotes boguĂ©s surtout pour les nouvelles cartes! Souvenez-vous des Catalyst 7.9 qui enfin corrigeaient un gros bug au niveau des shadow-maps et ce […]