If you pass a varying view-space position from the vertex shader to a fragment shader then the fragment shader can know the fragment's position relative to the camera (0,0,0 in view-space). This is useful for per-pixel lighting etc. E.g.:
precision mediump float;
attribute vec3 vertex;
uniform mat4 pMatrix, mvMatrix;
varying vec4 pos;
void main() {
pos = (mvMatrix * vec4(vertex,1.0));
gl_Position = pMatrix * pos;
}
However, if you are rendering gl_POINTS and setting the gl_PointSize in the vertex shader, how can the fragment shader determine each fragment's position (as the pos passed in the example above will be for the sprite's centre-point)?
Simple answer: stop using point sprites. Really, they're terrible.
Less simple answer: stop passing the view-space position to the fragment shader entirely. Instead, use gl_FragCoord to compute the view-space position, based on viewport data and so forth. There's even sample GLSL code for it:
vec4 ndcPos;
ndcPos.xy = ((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1;
ndcPos.z = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) /
(gl_DepthRange.far - gl_DepthRange.near);
ndcPos.w = 1.0;
vec4 clipPos = ndcPos / gl_FragCoord.w;
vec4 eyePos = invPersMatrix * clipPos;
You'll need to give your fragment shader the viewport and invPersMatrix values. gl_DepthRange is built-in. eyePos is what you're looking for.
There's probably a faster way to do it that takes advantage of the fact that you're drawing a screen-aligned quad. It would involve the point size and using gl_PointCoord.
Related
Background
I'm looking at this example code from the WebGL2 library PicoGL.js.
It describes a single triangle (three vertices: (-0.5, -0.5), (0.5, -0.5), (0.0, 0.5)), each of which is assigned a color (red, green, blue) by the vertex shader:
#version 300 es
layout(location=0) in vec4 position;
layout(location=1) in vec3 color;
out vec3 vColor;
void main() {
vColor = color;
gl_Position = position;
}
The vColor output is passed to the fragment shader:
#version 300 es
precision highp float;
in vec3 vColor;
out vec4 fragColor;
void main() {
fragColor = vec4(vColor, 1.0);
}
and together they render the following image:
Question(s)
My understanding is that the vertex shader is called once per vertex, whereas the fragment shader is called once per pixel.
However, the fragment shader references the vColor variable, which is only assigned once per call to each vertex, but there are many more pixels than vertices!
The resulting image clearly shows a color gradient - why?
Does WebGL automatically interpolate values of vColor for pixels in between vertices? If so, how is the interpolation done?
Yes, WebGL automatically interpolates between the values supplied to the 3 vertices.
Copied from this site
A linear interpolation from one value to another would be this
formula
result = (1 - t) * a + t * b
Where t is a value from 0 to 1 representing some position between a and b. 0 at a and 1 at b.
For varyings though WebGL uses this formula
result = (1 - t) * a / aW + t * b / bW
-----------------------------
(1 - t) / aW + t / bW
Where aW is the W that was set on gl_Position.w when the varying was
as set to a and bW is the W that was set on gl_Position.w when the
varying was set to b.
The site linked above shows how that formula generates perspective correct texture mapping coordinates when interpolating varyings
It also shows an animation of the varyings changing
The khronos OpenGL wiki - Fragment Shader has the answer. Namely:
Each fragment has a Window Space position, a few other values, and it contains all of the interpolated per-vertex output values from the last Vertex Processing stage.
(Emphasis mine)
I have been working on implementing SSAO into the engine I am writing, and a major problem has arrived. Everything was going quite well until I realized that my SSAO was not working correctly. There are two things that I can find that are wrong with my SSAO and I am unable to figure out how to remedy them.
My shader code is at the end of this post, before that I will be describing the problems with images.
Firstly, as seen in the below screenshot, there are some wierd artifacts showing up based on the angle of viewing. So far I am assuming the way I am implementing the View matrix is wrong. I have done a lot of research about how this all should work and I understand it in theory. However, in practice things are not changing as I would expect.
Secondly, whenever I get close to the blocks, I get very odd triangle shadows that appear around the edges of the screen, as shown in the next screenshot.
[![Odd triangle shadows around screen][2]][2]
These two images show the main issues I am having. I am using a deferred type Renderer to render the geometry to a few textures (Position, normals, color) the importing these textures and using them to manipulate the final output. The first two codeblocks are the vertex and fragment shaders respectively for translating the geometry to textures.
Vertex Shader
#version 430 core
layout(location=0) in mat4 modelMatrix;
layout(location=4) in vec4 VertexPosition;
layout(location=5) in vec4 VertexNormal;
layout(location=6) in vec3 VertexColor;
layout(location=7) in vec2 TextureCoords;
out vec4 vNormal;
out vec3 vColor;
out vec4 shaderCoord;
out vec2 texCoords;
layout(location=8) uniform mat4 V;
layout(location=12) uniform mat4 P;
void main()
{
shaderCoord = (V*modelMatrix * VertexPosition);
mat4 normalMatrix = transpose(inverse(V*modelMatrix));
vNormal = (normalMatrix*VertexNormal);
texCoords = TextureCoords;
vColor = VertexColor;
gl_Position = P*shaderCoord;
}
Fragment Shader
#version 430 core
in vec4 vNormal;
in vec3 vColor;
in vec4 shaderCoord;
in vec2 texCoords;
layout (location=0) out vec4 NormalBuffer;
layout (location=1) out vec4 ColorBuffer;
layout (location=2) out vec4 PositionBuffer;
layout (location=3) out vec4 TextureCoordBuffer;
out float fragDepth;
//Start of the main function.
void main()
{
NormalBuffer = vec4(normalize(vNormal).xyz, 1.0);
ColorBuffer = vec4(vColor, 1.0);
PositionBuffer = vec4(shaderCoord.xyz, 1.0);
TextureCoordBuffer = vec4(texCoords, 0.0, 1.0);
fragDepth = gl_FragCoord.z;
}
As you can see, I am translating everything from world space to view space before I write them to the textures. I would much prefer to keep them in world space but when I do, the entire screen looks white with occasional hints of shadows, but the background swaps between white and black depending on camera angle.
Next are my SSAO shaders, In order to implement these I followed a few tutorials, so they probably look familiar. If the tutorial was correct, the next two shaders should work correctly but they are not.
Vetex shader that just creates a quad, and applies the final texture to it.
#version 430 core
layout (location=0) in vec3 VertexPosition;
layout (location=1) in vec2 TextureCoords;
out vec2 texCoords;
void main (){
texCoords = TextureCoords;
gl_Position = vec4(VertexPosition, 1.0);
}
Fragment shader for SSAO
#version 430 core
in vec2 texCoords;
layout (location=0) out vec4 fColor;
uniform sampler2D NormalBuffer;
uniform sampler2D positionBuffer;
uniform sampler2DArrayShadow shadowMap;
uniform sampler1D SSAOKernelMap;
uniform sampler2D SSAONoiseMap;
layout(location=12) uniform mat4 P;
layout(location=8) uniform mat4 V;
uniform uint kernelSize;
uniform vec2 windowSize;
//Define Variables for SSAO Processing.
float radius = 0.5;
float SSAOBias = 0.025;
float power = 1.5;
//mat4 biasMatrix = mat4(0.5,0.0,0.0,0.0,0.0,0.5,0.0,0.0,0.0,0.0,0.5,0.0,0.5,0.5,0.5,1.0);
void main()
{
//Retrieve from textures
vec3 shaderCoord = (texture(positionBuffer, texCoords)).xyz;
vec3 vNormal = normalize((texture(NormalBuffer, texCoords)).rgb);
//process SSAO
vec2 NoiseScale = vec2(windowSize.x/4.0, windowSize.y/4.0);
vec3 randVec = normalize(texture(SSAONoiseMap, texCoords*NoiseScale).xyz);
vec3 tangent = normalize(randVec - vNormal * dot(randVec, vNormal));
vec3 bitTangent = cross(vNormal, tangent);
mat3 TBN = mat3(tangent, bitTangent, vNormal);
//Begin Processing of SSAO with inputed Kernel Samples
float Occlusion = 0.0;
for(int i=0; i<kernelSize; i++){
vec4 kernelSample = texture(SSAOKernelMap, i);
vec3 TSample = TBN*kernelSample.rgb;
TSample = shaderCoord + TSample * radius;
vec4 newCoord = vec4(TSample, 1.0);
newCoord = P*newCoord;
newCoord.xyz /= newCoord.w;
newCoord.xyz = newCoord.xyz * 0.5 + 0.5;
float sampleDepth = texture(positionBuffer,newCoord.xy).z;
//float rangeCheck = smoothstep(0.0,1.0, radius / abs(shaderCoord.z-sampleDepth));
Occlusion += (sampleDepth >= TSample.z+SSAOBias?1.0:0.0);
}
Occlusion = 1.0 - (Occlusion/kernelSize);
fColor = vec4(vec3(Occlusion),1.0f);
}
That is all the information I can think to provide initially. Any help you guys can provide would be immensely helpful! If any other information would help, please let me know and I will be happy to provide.
EDIT:
I figured out that one of my issues was the way that I was accessing the 1D texture above. This made all the kernel samples very strange. I fixed that and now I am getting something like the image below, where half the screen is darker and half the screen is lighter on one side and darker on the other. The contrast line moves with the camera.
Any help with this issue would be immensely appreciated!
I have found two things that were wrong that mostly resolved the issue that this current post is about.
Firstly, the format which I was passing in the kernelMap was off and so all the values were quite skewed.
Secondly, I was unable to figure out why but when I passed the position and normal values to the Lightingfragment shader in world space and then applied the view and projection matrices to them, they would turn out very strangely. However if I applied the view and projection matrices to the position and normal values in the BaseGeometry shader, then reverted that application in the Lighting shader everything works perfectly.
If i find out any more information I will happily post here to update any future searchers.
I'm trying to display textures on quads (2 triangles) using opengl 3.3
Drawing a texture on a quad works great; however when I have ONE textures (sprite atlas) but using 2 quads(objects) to display different parts of the atlas. When in draw loop, they end up switching back and fourth(one disappears than appears again, etc) at their individual translated locations.
The way I'm drawing this is not the standard DrawElements for each quad(or object) but I package all quads, uv, translations, etc send them up to the shader as one big chunk (as "in" variables): Vertex shader:
#version 330 core
// Input vertex data, different for all executions of this shader.
in vec3 vertexPosition_modelspace;
in vec3 vertexColor;
in vec2 vertexUV;
in vec3 translation;
in vec4 rotation;
in vec3 scale;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
// Output data ; will be interpolated for each fragment.
out vec3 fragmentColor;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
...
void main(){
mat4 Model = mat4(1.0);
mat4 t = translationMatrix(translation);
mat4 s = scaleMatrix(scale);
mat4 r = rotationMatrix(vec3(rotation), rotation[3]);
Model *= t * r * s;
gl_Position = MVP * Model * vec4 (vertexPosition_modelspace,1); //* MVP;
// The color of each vertex will be interpolated
// to produce the color of each fragment
fragmentColor = vertexColor;
// UV of the vertex. No special space for this one.
UV = vertexUV;
}
Is the vertex shader working as I think it would with a large chunk of data - that it draws each segment passed up as uniform individually because it does not seem like it? Is my train of thought correct on this?
For completeness this is my fragment shader:
#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
// Interpolated values from the vertex shaders
in vec2 UV;
// Ouput data
out vec4 color;
// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;
void main()
{
// Output color = color of the texture at the specified UV
color = texture2D( myTextureSampler, UV ).rgba;
}
A request for more information was made so I will put how i bind this data up to the vertex shader. The following code is just one I use for my translations. I have more for color, rotation, scale, uv, etc:
gl.BindBuffer(gl.ARRAY_BUFFER, tvbo)
gl.BufferData(gl.ARRAY_BUFFER, len(data.Translations)*4, gl.Ptr(data.Translations), gl.DYNAMIC_DRAW)
tAttrib := uint32(gl.GetAttribLocation(program, gl.Str("translation\x00")))
gl.EnableVertexAttribArray(tAttrib)
gl.VertexAttribPointer(tAttrib, 3, gl.FLOAT, false, 0, nil)
...
gl.DrawElements(gl.TRIANGLES, int32(len(elements)), gl.UNSIGNED_INT, nil)
You have just single sampler2D
which means you have just single texture at your disposal
regardless on how many of them you bind.
If you really need to pass the data as single block
then you should add sampler per each texture you got
not sure how many objects/textures you have
but you are limited by gfx hw limit on texture units with this way of data passing
also you need to add another value to your data telling which primitive use which texture unit
and inside fragment then select the right texture sampler ...
You should add stuff like this:
// vertex
in int usedtexture;
out int txr;
void main()
{
txr=usedtexture;
}
// fragment
uniform sampler2D myTextureSampler0;
uniform sampler2D myTextureSampler1;
uniform sampler2D myTextureSampler2;
uniform sampler2D myTextureSampler3;
in vec2 UV;
in int txr;
out vec4 color;
void main
{
if (txr==0) color = texture2D( myTextureSampler0, UV ).rgba;
else if (txr==1) color = texture2D( myTextureSampler1, UV ).rgba;
else if (txr==2) color = texture2D( myTextureSampler2, UV ).rgba;
else if (txr==3) color = texture2D( myTextureSampler3, UV ).rgba;
else color=vec4(0.0,0.0,0.0,0.0);
}
This way of passing is not good for these reasons:
number of used textures is limited to HW texture units limit
if your rendering would need additional textures like normal/shininess/light maps
then you need more then 1 texture per object type and your limit is suddenly divided by 2,3,4...
You need if/switch statements inside fragment which can slow things down considerably
Yes you can do it brunch less but then you would need to access all textures all the time increasing heat stress on gfx without reason...
This kind of passing is suitable for
all textures inside single image (as you mentioned texture atlas)
which can be faster this way and reasonable for scenes with small number of object types (or materials) but large object count...
Since I needed more input on this matter, I linked this page to reddit and someone was able to help me with one response! Anyways the reddit link is here:
https://www.reddit.com/r/opengl/comments/3gyvlt/opengl_passing_all_scene_data_into_shader_each/
The issue of seeing two individual textures/quads after passing all vertices as one data structure over to vertex shader was because my element indices were off. I needed to determine the correct index of each set of vertices for my 2 triangle(quad) objects. Simply had to do something like this:
vertexInfo.Elements = append(vertexInfo.Elements, uint32(idx*4), uint32(idx*4+1), uint32(idx*4+2), uint32(idx*4), uint32(idx*4+2), uint32(idx*4+3))
Im trying to reduce the number of post process textures I have to draw in my scene. The end goal is to support an SSAO shader. The shader requires depth, postion and normal data. Currently I am storing the depth and normals in 1 float texture and the position in another.
I've been doing some reading, and it seems possible that you can get the position by simply using the depth stored in the normal texture. You have to unproject the x and y and multiply it by the depth value. I can't seem to get this right however and its probably due to my lack of understanding...
So currently my positions are drawn to a position texture. This is what it looks like (this is currently working correctly)
So is my new method. I pass the normal texture that stores the normal x,y and z in the RGB channels and the depth in the w. In the SSAO shader I need to get the position and so this is how im doing it:
//viewport is a vec2 of the viewport width and height
//invProj is a mat4 using camera.projectionMatrixInverse (camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );)
vec3 get_eye_normal()
{
vec2 frag_coord = gl_FragCoord.xy/viewport;
frag_coord = (frag_coord-0.5)*2.0;
vec4 device_normal = vec4(frag_coord, 0.0, 1.0);
return normalize((invProj * device_normal).xyz);
}
...
float srcDepth = texture2D(tNormalsTex, vUv).w;
vec3 eye_ray = get_eye_normal();
vec3 srcPosition = vec3( eye_ray.x * srcDepth , eye_ray.y * srcDepth , eye_ray.z * srcDepth );
//Previously was doing this:
//vec3 srcPosition = texture2D(tPositionTex, vUv).xyz;
However when I render out the positions it looks like this:
The SSAO looks very messed up using the new method. Any help would be greatly appreciated.
I was able to find a solution to this. You need to multiply the ray normal by the camera far - near (I was using the normalized depth value - but you need the world depth value.)
I created a function to extract the position from the normal/depth texture like so:
First in the depth capture pass (fragment shader)
float ld = length(vPosition) / linearDepth; //linearDepth is cam.far - cam.near
gl_FragColor = vec4( normalize( vNormal ).xyz, ld );
And now in the shader trying to extract the position...
/// <summary>
/// This function will get the 3d world position from the Normal texture containing depth in its w component
/// <summary>
vec3 get_world_pos( vec2 uv )
{
vec2 frag_coord = uv;
float depth = texture2D(tNormals, frag_coord).w;
float unprojDepth = depth * linearDepth - 1.0;
frag_coord = (frag_coord-0.5)*2.0;
vec4 device_normal = vec4(frag_coord, 0.0, 1.0);
vec3 eye_ray = normalize((invProj * device_normal).xyz);
vec3 pos = vec3( eye_ray.x * unprojDepth, eye_ray.y * unprojDepth, eye_ray.z * unprojDepth );
return pos;
}
I am experimenting with GLSL for OpenGL ES 2.0. I have a quad and a texture I am rendering. I can successfully do it this way:
//VERTEX SHADER
attribute highp vec4 vertex;
attribute mediump vec2 coord0;
uniform mediump mat4 worldViewProjection;
varying mediump vec2 tc0;
void main()
{
// Transforming The Vertex
gl_Position = worldViewProjection * vertex;
// Passing The Texture Coordinate Of Texture Unit 0 To The Fragment Shader
tc0 = vec2(coord0);
}
//FRAGMENT SHADER
varying mediump vec2 tc0;
uniform sampler2D my_color_texture;
void main()
{
gl_FragColor = texture2D(my_color_texture, tc0);
}
So far so good. However, I'd like to do some pixel-based filtering, e.g. Median. So, I'd like to work in pixel coordinates rather than in normalized (tc0) and then convert the result back to normalized coords. Therefore, I'd like to use gl_FragCoord instead of a uv attribute (tc0). But I don't know how to go back to normalized coords because I don't know the range of gl_FragCoords. Any idea how I could get it? I have got that far, using a fixed value for 'normalization', though it's not working perfectly as it is causing stretching and tiling (but at least is showing something):
//FRAGMENT SHADER
varying mediump vec2 tc0;
uniform sampler2D my_color_texture;
void main()
{
gl_FragColor = texture2D(my_color_texture, vec2(gl_FragCoord) / vec2(256, 256));
}
So, the simple question is, what should I use in the place of vec2(256, 256) so that I could get the same result as if I were using the uv coords.
Thanks!
gl_FragCoord is in screen coordinates, so to get normalized coords you need to divide by the viewport width and height. You can use a uniform variable to pass that information to the shader, since there is no built in variable for it.
You can also sample the texture by un-normalized coordinates if:
sampling by texture() from GL_TEXTURE_RECTANGLE
sampling by texelFetch() from a regular texture or texture buffer