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### #Actualhellishdude

Posted 04 November 2012 - 12:35 PM

Hello everbody! I'm new to this forum although I've been reading the threads for quite a while now, and I have to say its my top favorite destination when comes to opengl related stuff.

On with my problems(if you can call it that). You see I'm quite new with GLSL and I was following an example for deferred rendering found here:
http://ogldev.atspac...tutorial35.html. The only problem is ( for me) that he is using a library called GLFX to complile shaders. This shader source in the project is both vertex shader and fragment in one file called geometry_pass.glsl:

struct VertexInput
{
vec3 Position;
vec2 TexCoord;
vec3 Normal;
};
interface VertexOutput
{
vec3 WorldPos;
vec2 TexCoord;
vec3 Normal;
};
uniform mat4 MVP;
uniform mat4 WV;

shader VSmain(in VertexInput VSin:0, out VertexOutput VSout)
{
gl_Position = MVP * vec4(VSin.Position, 1.0);
VSout.TexCoord   = VSin.TexCoord;
VSout.Normal	 = (WV * vec4(VSin.Normal, 0.0)).xyz;
VSout.WorldPos   = (WV * vec4(VSin.Position, 1.0)).xyz;
};
struct FSOutput
{
vec3 WorldPos;
vec3 Diffuse;
vec3 Normal;
vec3 TexCoord;
};

uniform sampler2D gColorMap;

shader FSmain(in VertexOutput FSin, out FSOutput FSout)
{
FSout.WorldPos = FSin.WorldPos;
FSout.Diffuse  = texture(gColorMap, FSin.TexCoord).xyz;
FSout.Normal   = normalize(FSin.Normal);
FSout.TexCoord = vec3(FSin.TexCoord, 0.0);
};
program GeometryPass
{
vs(410)=VSmain();
fs(410)=FSmain();
};


My problem is that I need to have a vertex shader and fragment shader seperated: For example geometry_pass.vert and geometry_pass.frag.

I think I've fixed the vertex shader(not really sure) it compiles fine.
Geometry_Pass.vert:

#version 150 core
uniform mat4 MVP;
uniform mat4 WV;
in vec3 in_Position;
in vec2 in_TexCoord;
in vec3 in_Normal;
out vec3 WorldPos;
out vec2 pass_TexCoord;
out vec3 pass_Normal;
void main()
{
gl_Position = MVP * vec4(in_Position,1.0);
pass_TexCoord = in_TexCoord;
pass_Normal = (WV * vec4(in_Normal, 0.0)).xyz;
WorldPos = (WV * vec4(in_Position,1.0)).xyz;
};


When I'm trying to pass the texcoords or normals to fragment I get naming conflicts and such, although I was under the impression that passing an attribute from vertex to fragment shader requires the same name. Can anyone please help me with the spliting of the file into two shaders or explain me what I may be doing wrong? Sorry I'm quite new to glsl and I'm reading thought materials and books and the information is just too overwelming .

And something else, is it possible to pass structs(blocks) from vertex to fragment shader?

Thank you very much.

### #5hellishdude

Posted 04 November 2012 - 12:34 PM

Hello everbody! I'm new to this forum although I've been reading the threads for quite a while now, and I have to say its my top favorite destination when comes to opengl related stuff.

On with my problems(if you can call it that). You see I'm quite new with GLSL and I was following an example for deferred rendering found here:
http://ogldev.atspac...tutorial35.html. The only problem is ( for me) that he is using a library called GLFX to complile shaders. This shader source in the project is both vertex shader and fragment in one file called geometry_pass.glsl:

struct VertexInput
{
vec3 Position;
vec2 TexCoord;
vec3 Normal;
};
interface VertexOutput
{
vec3 WorldPos;
vec2 TexCoord;
vec3 Normal;
};
uniform mat4 MVP;
uniform mat4 WV;

shader VSmain(in VertexInput VSin:0, out VertexOutput VSout)
{
gl_Position = MVP * vec4(VSin.Position, 1.0);
VSout.TexCoord   = VSin.TexCoord;
VSout.Normal	 = (WV * vec4(VSin.Normal, 0.0)).xyz;
VSout.WorldPos   = (WV * vec4(VSin.Position, 1.0)).xyz;
};
struct FSOutput
{
vec3 WorldPos;
vec3 Diffuse;
vec3 Normal;
vec3 TexCoord;
};

uniform sampler2D gColorMap;

shader FSmain(in VertexOutput FSin, out FSOutput FSout)
{
FSout.WorldPos = FSin.WorldPos;
FSout.Diffuse  = texture(gColorMap, FSin.TexCoord).xyz;
FSout.Normal   = normalize(FSin.Normal);
FSout.TexCoord = vec3(FSin.TexCoord, 0.0);
};
program GeometryPass
{
vs(410)=VSmain();
fs(410)=FSmain();
};


My problem is that I need to have a vertex shader and fragment shader seperated: For example geometry_pass.vert and geometry_pass.frag.

I think I've fixed the vertex shader(not really sure) it compiles fine.
Geometry_Pass.vert:
#version 150 core
uniform mat4 MVP;
uniform mat4 WV;
in vec3 in_Position;
in vec2 in_TexCoord;
in vec3 in_Normal;
out vec3 WorldPos;
out vec2 pass_TexCoord;
out vec3 pass_Normal;
void main()
{
gl_Position = MVP * vec4(in_Position,1.0);
pass_TexCoord = in_TexCoord;
pass_Normal = (WV * vec4(in_Normal, 0.0)).xyz;
WorldPos = (WV * vec4(in_Position,1.0)).xyz;
};


When I'm trying to pass the texcoords or normals to fragment I get naming conflicts and such, although I was under the impression that passing an attribute from vertex to fragment shader requires the same name. Can anyone please help me with the spliting of the file into two shaders or explain me what I may be doing wrong? Sorry I'm quite new to glsl and I'm reading thought materials and books and the information is just too overwelming .

And something else, is it possible to pass structs(blocks) from vertex to fragment shader?

Thank you very much.

### #4hellishdude

Posted 04 November 2012 - 12:34 PM

Hello everbody! I'm new to this forum although I've been reading the threads for quite a while now, and I have to say its my top favorite destination when comes to opengl related stuff.

On with my problems(if you can call it that). You see I'm quite new with GLSL and I was following an example for deferred rendering found here:
http://ogldev.atspac...tutorial35.html. The only problem is ( for me) that he is using a library called GLFX to complile shaders. This shader source in the project is both vertex shader and fragment in one file called geometry_pass.glsl:

struct VertexInput
{
vec3 Position;
vec2 TexCoord;
vec3 Normal;
};
interface VertexOutput
{
vec3 WorldPos;
vec2 TexCoord;
vec3 Normal;
};
uniform mat4 MVP;
uniform mat4 WV;

shader VSmain(in VertexInput VSin:0, out VertexOutput VSout)
{
gl_Position = MVP * vec4(VSin.Position, 1.0);
VSout.TexCoord   = VSin.TexCoord;
VSout.Normal	 = (WV * vec4(VSin.Normal, 0.0)).xyz;
VSout.WorldPos   = (WV * vec4(VSin.Position, 1.0)).xyz;
};
struct FSOutput
{
vec3 WorldPos;
vec3 Diffuse;
vec3 Normal;
vec3 TexCoord;
};

uniform sampler2D gColorMap;

shader FSmain(in VertexOutput FSin, out FSOutput FSout)
{
FSout.WorldPos = FSin.WorldPos;
FSout.Diffuse  = texture(gColorMap, FSin.TexCoord).xyz;
FSout.Normal   = normalize(FSin.Normal);
FSout.TexCoord = vec3(FSin.TexCoord, 0.0);
};
program GeometryPass
{
vs(410)=VSmain();
fs(410)=FSmain();
};


My problem is that I need to have a vertex shader and fragment shader seperated: For example geometry_pass.vert and geometry_pass.frag.

I think I've fixed the vertex shader(not really sure) it compiles fine.
Geometry_Pass.vert:
#version 150 core
uniform mat4 MVP;
uniform mat4 WV;
in vec3 in_Position;
in vec2 in_TexCoord;
in vec3 in_Normal;
out vec3 WorldPos;
out vec2 pass_TexCoord;
out vec3 pass_Normal;
void main()
{
gl_Position = MVP * vec4(in_Position,1.0);
pass_TexCoord = in_TexCoord;
pass_Normal = (WV * vec4(in_Normal, 0.0)).xyz;
WorldPos = (WV * vec4(in_Position,1.0)).xyz;
};


When I'm trying to pass the texcoords or normals to fragment I get naming conflicts and such, although I was under the impression that passing an attribute from vertex to fragment shader requires the same name. Can anyone please help me with the spliting of the file into two shaders or explain me what I may be doing wrong? Sorry I'm quite new to glsl and I'm reading thought materials and books and the information is just too overwelming .

And something else, is it possible to pass structs(blocks) from vertex to fragment shader?

Thank you very much.

### #3hellishdude

Posted 04 November 2012 - 12:32 PM

Hello everbody! I'm new to this forum although I've been reading the threads for quite a while now, and I have to say its my top favorite destination when comes to opengl related stuff.

On with my problems(if you can call it that). You see I'm quite new with GLSL and I was following an example for deferred rendering found here:
http://ogldev.atspac...tutorial35.html. The only problem is ( for me) that he is using a library called GLFX to complile shaders. This shader source in the project is both vertex shader and fragment in one file called geometry_pass.glsl:

struct VertexInput
{
vec3 Position;
vec2 TexCoord;
vec3 Normal;
};
interface VertexOutput
{
vec3 WorldPos;
vec2 TexCoord;
vec3 Normal;
};
uniform mat4 MVP;
uniform mat4 WV;

shader VSmain(in VertexInput VSin:0, out VertexOutput VSout)
{
gl_Position = MVP * vec4(VSin.Position, 1.0);
VSout.TexCoord   = VSin.TexCoord;
VSout.Normal	 = (WV * vec4(VSin.Normal, 0.0)).xyz;
VSout.WorldPos   = (WV * vec4(VSin.Position, 1.0)).xyz;
};
struct FSOutput
{
vec3 WorldPos;
vec3 Diffuse;
vec3 Normal;
vec3 TexCoord;
};

uniform sampler2D gColorMap;

shader FSmain(in VertexOutput FSin, out FSOutput FSout)
{
FSout.WorldPos = FSin.WorldPos;
FSout.Diffuse  = texture(gColorMap, FSin.TexCoord).xyz;
FSout.Normal   = normalize(FSin.Normal);
FSout.TexCoord = vec3(FSin.TexCoord, 0.0);
};
program GeometryPass
{
vs(410)=VSmain();
fs(410)=FSmain();
};


My problem is that I need to have a vertex shader and fragment shader seperated: For example geometry_pass.vert and geometry_pass.frag.

I think I've fixed the vertex shader(not really sure) it compiles fine.

[i][b]Geometry_Pass.vert[/b][/i]:
#version 150 core
uniform mat4 MVP;
uniform mat4 WV;
in vec3 in_Position;
in vec2 in_TexCoord;
in vec3 in_Normal;
out vec3 WorldPos;
out vec2 pass_TexCoord;
out vec3 pass_Normal;
void main()
{
gl_Position = MVP * vec4(in_Position,1.0);
pass_TexCoord = in_TexCoord;
pass_Normal = (WV * vec4(in_Normal, 0.0)).xyz;
WorldPos = (WV * vec4(in_Position,1.0)).xyz;
};


When I'm trying to pass the texcoords or normals to fragment I get naming conflicts and such, although I was under the impression that passing an attribute from vertex to fragment shader requires the same name. Can anyone please help me with the spliting of the file into two shaders or explain me what I may be doing wrong? Sorry I'm quite new to glsl and I'm reading thought materials and books and the information is just too overwelming .

And something else, is it possible to pass structs(blocks) from vertex to fragment shader?

Thank you very much.

### #2hellishdude

Posted 04 November 2012 - 12:24 PM

Hello everbody! I'm new to this forum although I've been reading the threads for quite a while now, and I have to say its my top favorite destination when comes to opengl related stuff.

On with my problems(if you can call it that). You see I'm quite new with GLSL and I was following an example for deferred rendering found here:
http://ogldev.atspac...tutorial35.html. The only problem is ( for me) that he is using a library called GLFX to complile shaders. This shader source in the project is both vertex shader and fragment in one file called geometry_pass.glsl:

struct VertexInput
{
vec3 Position;
vec2 TexCoord;
vec3 Normal;
};
interface VertexOutput
{
vec3 WorldPos;
vec2 TexCoord;
vec3 Normal;
};
uniform mat4 MVP;
uniform mat4 WV;

shader VSmain(in VertexInput VSin:0, out VertexOutput VSout)
{
gl_Position = MVP * vec4(VSin.Position, 1.0);
VSout.TexCoord   = VSin.TexCoord;
VSout.Normal	 = (WV * vec4(VSin.Normal, 0.0)).xyz;
VSout.WorldPos   = (WV * vec4(VSin.Position, 1.0)).xyz;
};
struct FSOutput
{
vec3 WorldPos;
vec3 Diffuse;
vec3 Normal;
vec3 TexCoord;
};

uniform sampler2D gColorMap;

shader FSmain(in VertexOutput FSin, out FSOutput FSout)
{
FSout.WorldPos = FSin.WorldPos;
FSout.Diffuse  = texture(gColorMap, FSin.TexCoord).xyz;
FSout.Normal   = normalize(FSin.Normal);
FSout.TexCoord = vec3(FSin.TexCoord, 0.0);
};
program GeometryPass
{
vs(410)=VSmain();
fs(410)=FSmain();
};


My problem is that I need to have a vertex shader and fragment shader seperated: For example geometry_pass.vert and geometry_pass.frag.

I think I've fixed the vertex shader(not really sure) it compiles fine.

[i][b]Geometry_Pass.vert[/b][/i]:
#version 150 core
uniform mat4 MVP;
uniform mat4 WV;
in vec3 in_Position;
in vec2 in_TexCoord;
in vec3 in_Normal;
out vec3 WorldPos;
out vec2 pass_TexCoord;
out vec3 pass_Normal;
void main()
{
gl_Position = MVP * vec4(in_Position,1.0);
pass_TexCoord = in_TexCoord;
pass_Normal = (WV * vec4(in_Normal, 0.0)).xyz;
WorldPos = (WV * vec4(in_Position,1.0)).xyz;
};


When I'm trying to pass the texcoords or normals to fragment I get naming conflicts and such, although I was under the impression that passing an attribute from vertex to fragment shader requires the same name. Can anyone please help me with the spliting of the file into two shaders or explain me what I may be doing wrong? Sorry I'm quite new to glsl and I'm reading thought materials and books and the information is just too overwelming .

And something else, is it possible to pass structs(blocks) from vertex to fragment shader?

Thank you very much.

### #1hellishdude

Posted 04 November 2012 - 06:29 AM

Hello everbody! I'm new to this forum although I've been reading the threads for quite a while now, and I have to say its my top favorite destination when comes to opengl related stuff.

On with my problems(if you can call it that). You see I'm quite new with GLSL and I was following an example for deferred rendering found here:
http://ogldev.atspac...tutorial35.html. The only problem is ( for me) that he is using a library called GLFX to complile shaders. This shader source in the project is both vertex shader and fragment in one file called geometry_pass.glsl:

struct VertexInput
{
vec3 Position;
vec2 TexCoord;
vec3 Normal;
};
interface VertexOutput
{
vec3 WorldPos;
vec2 TexCoord;
vec3 Normal;
};

uniform mat4 MVP;
uniform mat4 WV;

shader VSmain(in VertexInput VSin:0, out VertexOutput VSout)
{
gl_Position = MVP * vec4(VSin.Position, 1.0);
VSout.TexCoord = VSin.TexCoord;
VSout.Normal = (WV * vec4(VSin.Normal, 0.0)).xyz;
VSout.WorldPos = (WV * vec4(VSin.Position, 1.0)).xyz;
};

struct FSOutput
{
vec3 WorldPos;
vec3 Diffuse;
vec3 Normal;
vec3 TexCoord;
};

uniform sampler2D gColorMap;

shader FSmain(in VertexOutput FSin, out FSOutput FSout)
{
FSout.WorldPos = FSin.WorldPos;
FSout.Diffuse = texture(gColorMap, FSin.TexCoord).xyz;
FSout.Normal = normalize(FSin.Normal);
FSout.TexCoord = vec3(FSin.TexCoord, 0.0);
};
program GeometryPass
{
vs(410)=VSmain();
fs(410)=FSmain();
};

My problem is that I need to have a vertex shader and fragment shader seperated: For example geometry_pass.vert and geometry_pass.frag.

I think I've fixed the vertex shader(not really sure) it compiles fine.

Geometry_Pass.vert:

#version 150 core
uniform mat4 MVP;
uniform mat4 WV;

in vec3 in_Position;
in vec2 in_TexCoord;
in vec3 in_Normal;

out vec3 WorldPos;
out vec2 pass_TexCoord;
out vec3 pass_Normal;

void main()
{
gl_Position = MVP * vec4(in_Position,1.0);
pass_TexCoord = in_TexCoord;
pass_Normal = (WV * vec4(in_Normal, 0.0)).xyz;
WorldPos = (WV * vec4(in_Position,1.0)).xyz;
};

When I'm trying to pass the texcoords or normals to fragment I get naming conflicts and such, although I was under the impression that passing an attribute from vertex to fragment shader requires the same name. Can anyone please help me with the spliting of the file into two shaders or explain me what I may be doing wrong? Sorry I'm quite new to glsl and I'm reading thought materials and books and the information is just too overwelming .

And something else, is it possible to pass structs(blocks) from vertex to fragment shader?

Thank you very much.

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