Archive for the ‘glsl’ tag
NVIDIA GLSL compiler
In the demo I received from satyr (see oZone3D.Net forums), there is a toon shader that uses glsl uniforms. The pixel shader looked like to:
uniform float silhouetteThreshold;
void main()
{
silhouetteThreshold = 0.32;
//... shader code
//... shader code
//... shader code
}
This pixel shader compiles well on nVidia gc but generes an error on ati. The error is right since an uniform is a read-only variable. This is an example of the nVidia glsl compiler laxity. That’s why I code my shader on ati: if the code is good for ati, we can be sure it will be good for nvidia too (of course there are always some exceptions…)
Uniform Arrays in GLSL
A new version of the Soft Shadows Benchmark is available but this time using uniform arrays to pass the blurring kernel to the pixel shader. On nVidia boards, there is a little increase of speed (1 or 2 fps). On my X700… black screen… Houston, we’ve got a problem… This is with Catalyst 6.6. Okay I try the very latest Catalyst, the 6.7. Bad idea, it’s worse! Both versions (with and without uniform arrays) do not work anymore with C6.7. Back to C6.6. That really sucks! :thumbdown:
But I’ve just received a feedback telling me that the uniform arrays version works fine on an ATI X1600 Pro with C6.5. :thumbup:
Okay, there is certainly a problem with the X*** series and uniform arrays.


