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.

Attachment: sim.water.frag.glsl
Description: Binary data

Attachment: sim.water.vert.glsl
Description: Binary data

Attachment: sim.water.qtz
Description: application/quartzcomposer







Begin forwarded message:
From: "Wesley Smith" <[EMAIL PROTECTED]>
Date: April 30, 2008 12:57:08 AM EDT
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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