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Marc477

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About Marc477

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  1. Hi,   I am implementing deferred shading.  And I would like to know if there is any way to have different blend functions (one for every renger target). I have a GBuffer with 3 textures: color, normal, world position   I would like my color texture to blend when alpha is less then 1. But I dont want any blending on my normal texture or world position texture.   Thank you.
  2. I fixed the dots by adding a bias to the radius:   float radius = iStep*SampleRadius; Is now float radius = iStep*SampleRadius + 1.0; -- But I still have some strange artefacts: http://s18.postimg.org/6mb3q3gav/SAO3.jpg
  3. I try to implement a glsl shader for screen-space ambient occlusion.   I tried somthing similar to this:  https://gist.github.com/fisch0920/6770311   But there are some strange black dots in the render. What is wrong ?   No AO: http://s18.postimg.org/k21sqjgav/SAO1.jpg   With AO : http://s3.postimg.org/7lxraqehd/SAO2.jpg   Code: #version 330 uniform sampler2D ColorSampler; uniform sampler2D NormalSampler; uniform sampler2D WorldPosSampler; uniform mat4 ViewMatrix; uniform mat4 ProjMatrix; out float FragAO; float SampleRadius = 20.0; float PI = 3.14159265359; float Random(vec4 seed4) { float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); return fract(sin(dot_product) * 43758.5453); } float GetAOSample(vec3 SamplePos, vec3 fNormal, vec4 fViewPos) { vec4 SampleCoord = ProjMatrix * vec4(SamplePos, 1.0); SampleCoord.xy /= SampleCoord.w; SampleCoord.xy = SampleCoord.xy * 0.5 + 0.5; vec4 sWorldPos = vec4(texture(WorldPosSampler, SampleCoord.xy, 0).xyz, 1.0); vec4 sViewPos = ViewMatrix*sWorldPos; vec3 sampleDir = sViewPos.xyz-fViewPos.xyz; float NdotS = max(dot(fNormal, sampleDir), 0.0); float dist2 = dot(sampleDir,sampleDir); float SampleRadius2 = SampleRadius * SampleRadius; float f = max(SampleRadius2 - dist2, 0.0) / SampleRadius2; return f * f * f * NdotS / (0.0001 + dist2); } void main(void) { ivec2 FragCoord = ivec2(gl_FragCoord.xy); vec4 fWorldPos = vec4(texelFetch(WorldPosSampler, FragCoord, 0).xyz, 1.0); vec3 fNormal = texelFetch(NormalSampler, FragCoord, 0).xyz * 2.0 - 1.0; vec4 fViewPos = ViewMatrix*fWorldPos; fNormal.z = sqrt(1.0-dot(fNormal.xy, fNormal.xy)); float AOValue = 0.0; float thetaRand = Random(vec4(gl_FragCoord.yyxx))*2.0*PI; for(int i=0; i<32; i++) { float iStep = float(i) / 32.0; float radius = iStep*SampleRadius; float theta = thetaRand + iStep * 4.0*PI; vec3 offset = vec3(radius*cos(theta), radius*sin(theta), 0.0); offset *= sign(dot(offset,fNormal)); vec3 SamplePos = fViewPos.xyz + offset; AOValue += GetAOSample(SamplePos, fNormal, fViewPos); } FragAO = max( AOValue/32.0, 0.0); } Then in my final shader I use: float AO = pow(1.0 - texelFetch(AOSampler, FragCoord, 0).x, 1.0 + AOCoeff * 8.0);
  4. Marc477

    Intel crash

    NVIDIA GeForce GT 630M (laptop) :   Intel HD Graphics 4000 (laptop) :  
  5. Marc477

    Intel crash

    Ok forget this, I updated my intel gpu driver and now there is no crash. But things are displayed differently. Do you know any website reference that explains what are the difference between intel and Nvidia glsl interpretation to find what can causes the differences ? Thank you
  6. Marc477

    Intel crash

    Hi, I have a glsl shader (for deferred lighting), and I uses cubemaps for omnidirectional lights. Everything works fine on my NVIDIA gpu. but when I try to compile with an intel gpu, it crashes during the link.   If I remove that line: visibility += texture( LightCubeMap[lightID], vec4(dirOffset, depth) ); Then there is no crash.   Is there any known problem with samplerCubeShadow in glsl version 330 compiled on a intel GPU ? I can't find anything on google. Or maybe my problem is something else ?   Thank you.
  7. Hi, I would like to know if any of you could give me a hint on how to create matellic surfaces (I use OpenGL).   I tried a lot of things but I can't achieve to get something that looks like metal.   Result:     I'd like something less plastic and more metal, somthing like this:       Thank you if you have any idea of what technique I should try. 
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