I\'m trying to make transparent object in OpenGL ES 2.0. It\'s a live wallpaper, I\'m using GLWallpaperService as a base class for this. I\'m setting up OpenGL in this way:
I\'m trying to make transparent object in OpenGL ES 2.0. I\'m setting up GL w/ following params: GLES20.glEnable(GLES20.GL_DEPTH_TEST);
What exactly does the GLSL function fwidth(p) do? I know that it is implemented开发者_运维问答 as:
I\'ve just wondering how to bundle my GLSL shader sour开发者_JS百科ce files (for OpenGL ES(iOs)/OpenGL with GLUT (Mac/Windows)) with my application. As pure text files, they would be easily changeable
So, I read in a texture into my fragment shader.I can output to \"display开发者_StackOverflow中文版\"; but how do I output/write to another texture?Basically what I want to do is:
How to transfer data from vertex shader to fragment shader without changes? I need to say to the vertex p开发者_运维知识库ixels that they have this color. This color I can obtain only in the vertex sh
The popular way of using GLSL shaders in WebGL seems to be to embed them in the main html file. The vertex and fragments shaders are embedded in tags like:
I have a shader that draws particles with solid colors. I would like to enable the shader to sample an FBO texture so that each particle can act upon the color \"behind\" it. Seems like it should be p
I have a fragment shader which is doing a for loop with the number of passes passed in as a uniform int variabl开发者_运维百科e.
I created 4 textures and attach them to FBO, named fbo_texture0 - fbo_texture3. All of them are successfully created, as given by the following screenshot: