It would probably help you help me if I asked a couple specific
questions. Therefore...
1) Does anyone have a working example of a GLSL shader that uses
feedback with a CI Accumulator? I'm still not sure whether I have
feedback set up properly.
2) Besides setting the Render in Image patches to 32 bits, is there
any way of ensuring that my texture chain is all float textures?
Since my last email, I've also tried software GL and CI rendering,
which did not make any difference that I could see. I also tried
checking uncorrectedCoreImage and highResolutionCoreImage (separately)
in the hidden Editor prefs, to no avail.
thanks!
dan
On Sep 3, 2008, at 7:37 PM, Dan Winckler wrote:
Hi list,
I am porting a GLSL water simulation shader to QC and have hit some
snags that I could use some help with. The shader is designed to
run a 2D water simulation (think ripples spreading across the
surface of a pond*). In my QC port, there seems to be feedback
going on but the waves don't propagate. Also, if the spacestep
parameter is set to less than 1.0, the input image gets tiled or
'dilated' across the window, which is unexpected behavior, i.e., the
CPU version didn't do that. The developer's instructions (pasted
below) specify having float textures and a feedback chain, which I
think I have properly set up in QC. I have attached the QTZ and the
original shader. FYI, the shader parameters are published inputs of
the Render in Image patch. Any help would be much appreciated.
thanks,
dan
* see screenshot of original CPU version at http://www.mat.ucsb.edu/~whsmith/xray/xray.jit.water.html
.
<sim.water.frag.glsl>
<sim.water.vert.glsl>
<sim.water.qtz>
Begin forwarded message:
From: "Wesley Smith" <[EMAIL PROTECTED]>
Date: April 30, 2008 12:57:08 AM EDT
To: [EMAIL PROTECTED]
Subject: [glslang] new commits
Hi everyone,
I've just added a couple of shaders to the repo. The 2 most
interesting are probably sim.water and vd.billboard. The first
does a
2d water simulation and requires float textures along with a properly
setup feedback chain and opengl blend modes. The second takes
arbitrary quads and makes screen-aligned billboards. To work
properly, you have to supply data in the proper format to the shader.
This is explained in the file platforms/luaav/vd.billboard.shl. In
general, for the shaders I've committed if you want to know what good
default values are or need further explanation, I put it in the
luaav/*.shl files. This is the meta-file format for my apps.
Especially for the geometry shaders I've committed, you'll want to
take a peek there since geometry shaders require extra setup at the
program level that is not contained in actual GLSL code.
happy shading,
wes
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