GLSL: gl_FragCoord issues - opengl-es

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

Related

How to fast flip OpenGL ES FBO?

version:Android OpenGL ES 2.0
I use 5 filters and FBO to render a bitmap, every filter need bitmap texture and bitmap's mask texture, my problem is after every filter render, the next filter get FBO is upside-down, mask and texture orientation are opposite on even-numbered filter,I want to know how to fast flip FBO before next filter use it?
#version 100
precision mediump float;
uniform sampler2D uTexture;
uniform sampler2D uMaskTexture;
varying vec2 vTexCoord;
void main(){
float mask=texture2D(uMaskTexture, vTexCoord);
gl_FragColor=texture2D(uTexture*mask, vTexCoord);
}
To simplify the problem, the 5 filters are similar to the code above. uTexture comes from the FBO of the previous filter and uMaskTexture is a texture without any changes
It seems that your texture coordinates are wrong. Correct the texture coordinate attribute. This means that you have to "flip" the y component of the texture coordinate. 0 becomes 1 and 1 becomes 0:
Of course this also can be done in the fragment shader:
void main()
{
vec2 uv = vec2(vTexCoord.x, 1.0-vTexCoord.y);
float mask = texture2D(uMaskTexture, uv);
gl_FragColor = texture2D(uTexture, uv) * mask;
}
or in the vertex shader:
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main
{
vTexCoord = vec2(aTexCoord.x, 1.0-aTexCoord.y);
// [...]
}

OpenGL - trouble passing ALL data into shader at once

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))

Draw GL_TRIANGLE_STRIP based on centre point and size

I am rendering TRIANGLE_STRIPS in OpenGL ES 2.0. I was wondering, would it be possible to modify the vertex shader such that instead of feeding it 4 texture vertices, you give it only one vertex that represents the centre of the TRIANGLE_STRIP, with a parameter for texture width and a height?
Assuming my texture vertex is:
GLfloat textureVertices[] = {
x, y
};
Can the vertex shader be modified to work with texSize uniform, which would represent the width/height of the TRIANGLE_STRIP? :
attribute highp vec4 position;
attribute lowp vec4 inputPointCoordinate;
uniform mat4 MVP;
uniform lowp vec4 vertexColor;
uniform float texSize;
varying lowp vec2 textureCoordinate;
varying lowp vec4 color;
void main()
{
gl_Position = MVP*position;
textureCoordinate = inputPointCoordinate.xy;
color = vertexColor;
}
No, at least not in the vertex shader. You need to get the 3 different points in the vertex shader with different attribute values so you can receive the coordinate in the fragment shader which is interpolated.
What you actually can do is pass a center into the vertex shader which is the multiplied with the same matrix as the vertex coordinates. Beside that you would need some kind of radius (or the texture dimensions vector) which will probably need to be scaled if the matrix contains the scale as well. Then you can take both of these values and pass them to the fragment shader (using varying). In the fragment shader you then need to compute the texture coordinates from those 2 parameters and the fragment position.
A simular procedure is used to draw a very nice circle or sphere using only 2 triangles (a square) but I do not suggest you do this as you will only lose on performance plus it is quite a lot of work...

How to combine texture color and uniform color in fragment shader?

I want to use one shader for both, coloured rectangles and/or rectangles which render textures. This is my approach:
precision mediump float;
uniform vec4 u_color;
uniform sampler2D u_image;
varying vec2 v_texCoord;
void main(void) {
vec4 texCol = texture2D(u_image, v_texCoord);
gl_FragColor = texCol * u_color;
}
But I get nothing. Where is my mistake?
If you do not have a valid texture specified for the sampler, the texture2D call will return transparent black — vec4(0.0, 0.0, 0.0, 0.0). Multiplying by that value will always produce black again.
Instead of trying to use “no texture”, use a texture which has exactly one pure white texel. This will cause the multiplication to yield the u_color.
Or, you can simply switch between two shader programs, one for untextured geometry and one for textured geometry. Switching programs (gl.useProgram) is not very expensive.

Desktop GLSL without ftransform()

I'm porting a codebase of mine from fixed-function OpenGL 1.x to OpenGL 2.x - Technically OpenGL ES 2.0, but I'm still coding on the desktop, just keeping in mind the limitations that ES 2.0 imposes which are similar to the 3.1 'new' profile.
Problem is, it seems like for anything other than 2D, creating a shader passing in the modelviewprojection matrix as a uniform does not work. Normally I get a black screen, but if I set the Z value of all my vertices to 0 I get stuff to show up.
Putting my shaders in RenderMonkey works when I have ES 2.0 mode enabled, but on standard desktop GL it's just a black screen (no compiler errors/warnings):
vert shader:
uniform mat4 mvp_matrix;
uniform mat4 obj_matrix;
uniform vec4 u_color;
attribute vec3 a_vertex;
attribute vec2 a_texcoord0;
varying vec4 v_color;
varying vec2 v_texcoord0;
void main(void)
{
v_color = u_color;
gl_Position = mvp_matrix * (obj_matrix * vec4(a_vertex, 1.0));
v_texcoord0 = a_texcoord0;
}
frag shader:
uniform sampler2D t_texture0;
varying vec2 v_texcoord0;
varying vec4 v_color;
void main(void)
{
vec4 color = texture2D(t_texture0, v_texcoord0);
gl_FragColor = color * v_color;
}
I am passing in the matrices as glUniformMatrix4fv(location, 1, GL_FALSE, mvpMatrix);
This shader works like gold for anything drawn in 2D. What am I doing wrong here? Or am I required to use ftransform() on desktop GL?
One thing I think needs a bit of clarification:
A model matrix transforms an object from object coordinates to world coordinates.
A view matrix transforms the world coordinates to eye coordinates.
A projection matrix converts eye coordinates to clip coordinates.
Based on standard naming conventions, the mvpMatrix is projection * view * model, in that order. There is no other matrices that you need to multiply by. Projection is your projection matrix (either ortho or perspective), view is the camera transform matrix (NOT the modelview), and model is the position, scale, and rotation of your object.
I believe the issue either lies in either multiplying matrices that don't need to be multiplied together or in multiplying matrices in the wrong order. (matrix multiplication isn't commutative)
If you haven't already solved this, I would recommend sending all 3 matrices over separately and later dumping the values back to make sure there are no issues sending the matrices over.
Vertex shader:
attribute vec4 a_vertex;
attribute vec2 a_texcoord0;
varying vec2 v_texcoord0;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main(void)
{
gl_Position = projection * view * model * a_vertex;
v_texcoord0 = a_texcoord0;
}
Fragment Shader:
uniform sampler2D t_texture0;
uniform vec4 u_color;
varying vec2 v_texcoord0;
void main(void)
{
vec4 color = texture2D(t_texture0, v_texcoord0);
gl_FragColor = color * u_color;
}
Also I moved the color uniform to the frag shader, passing it through as a varying is unnecessary when all the vertices will have the same color.

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