Hi,
ok, maybe it is easier in that way.
Here are the uniforms of the compute shader:
Code:
struct PointLight {
vec4 position;
vec4 color;
vec4 paddingAndRadius;
};
// Shader storage buffer objects
layout(std140) uniform LightBuffer {
PointLight data[1024];
} ;
Hi everyone,
I am trying to write a functional compute shader, but the uniforms dont't want
to work.
I have a compute and a usual shader program currently. The compute shader has
to write a texture, which can be read by the usual shader. This part works
fine. But I would like to pass some
Hi guys,
I have some problems with passing an std::vector to my shader as a uniform, and
I was wondering, if anyone has some idea, how to do this. So my issue is that
an std::vector of a custom defined data type have to get bound to the shader. I
have an osg::UniformBufferObject and I would
Hi Nick,
Thank you for your answer. I have a callback now, which prints every time the
texture image to file, when the framebuffer is rendered. I also added a debug
line to the fragment shader, so I can see, that my shader is able to render.
But it still can not see the objects in the scene
Hi,
I am pretty new in OSG, so sorry if I am asking a bit noob question. But I am
stuck on this problem, and have no idea how I could solve it.
So I would like to prerender my scene into a framebuffer to have a depth map. I
tested everything, my shader seems to work if I am using it in my main
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