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Why do not these shaders introduced on this web site work?
I attempted adapting it to a extra ‘current’ model of OpenGL, with the next outcome.
vertex shader
#model 330
in vec4 Vertex;
uniform vec2 uViewPort; //Width and Height of the viewport
uniform mat4 ModelViewProjectionMatrix;
out vec2 vLineHeart;
void major(void)
{
vec4 pp = ModelViewProjectionMatrix * Vertex;
gl_Position = pp;
vec2 vp = uViewPort;
vLineHeart = 0.5*(pp.xy + vec2(1, 1))*vp;
};
fragment shader
#model 330
uniform float uLineWidth;
uniform vec4 uColor;
uniform float uBlendFactor; //1.5..2.5
in vec2 vLineHeart;
out vec4 LFragment;
void major(void)
{
vec4 col = uColor;
float d = size(vLineHeart-gl_FragCoord.xy);
float w = uLineWidth;
if (d>w)
col.w = 0;
else
col.w *= pow(float((w-d)/w), uBlendFactor);
LFragment = col;
};
And I’m giving it a legitimate MVP matrix.
glm::mat4 View = glm::lookAt(
glm::vec3(0,0,2),
glm::vec3(0,0,0),
glm::vec3(0,1,0)
);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 mvp = Projection * View * Model;
And the opposite inputs/uniforms are set, too.
I even checked it with ‘renderdoc’.
(viewport is pixel values, proper? 1920x 1080 ?)
But all I get is a strong sq..
I simply need some depth/overlap conforming 3d strains for debugging…
Basically, I would like this spoon fed.
The vertices all have a 1 for the w part, by the way in which.
Does that matter?
The vertex buffer is stuffed accurately, too.
Is this simply outdated? I haven’t got the data/understanding to investigate this.
I’m a brainlet ignoramus on the subject of this type of factor. Please assist.
This appears so good and easy, but when this doesn’t work out then I’ll go for a type of ‘single go’ approaches from the NVIDIA examples and whatnot.
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