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79 questions
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OpenGL ES2: syntax error when using "layout" keyword in vertex shader(iOS)
I'm new to iPhone OpenGL ES development. When I try to specify the location of a vertex attribute using the 'layout' keyword, the compiler complains there is a syntax error. Am I using it wrong? or ...
1
vote
1
answer
166
views
GLSL hue shader producing odd results, IOS only?
I have a cross-platform LibGDX app. This particular GLSL shader code is used to shift the hue of a particular texture.
It works great on Android and when debugging on Desktop, but on an iPad this is ...
1
vote
1
answer
510
views
Display YUV(yuv420p) is not correct on IOS
Using (EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2) to displaying YUV on the screen on iOS.
But I got this problem, and how to deal with this problem thanks.
Display YUV (size-> 3268:1838) isn'...
10
votes
0
answers
2k
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Uniform type mismatch error - OpenGL ES 3.0 shader program linked on Android 7/8/9 but failed on iOS 10/11?
I was frustrated by an error when linking OpenGL es shader 3.0 program on iOS.
I have one vertex shader and one fragment shader and they are linked to generate a single program.
There are shared ...
0
votes
1
answer
370
views
Using OpenGL extension in .fsh shader file for SKShader / iOS
In my iOS application I have a shader file TestShader.fsh with GL_EXT_shader_framebuffer_fetch extension:
#extension GL_EXT_shader_framebuffer_fetch : require
void main() {
lowp vec4 destColor = ...
0
votes
1
answer
86
views
Artefact in shader for iOS
kernel vec4 custom(__sample s1, __sample s2) {
if(s1.a == 0.0)
return s2;
if(s2.a == 0.0)
return s1;
vec4 res;
float ...
0
votes
1
answer
297
views
uniform highp mat4 not populated with values
I am passing a view-projection matrix into my OpenGLSL 2.0 shaders.
In my fragment shader, the corresponding matrix is literally being set with no values. I have checked and n-checked that the ...
0
votes
1
answer
242
views
GL_APPLE_clip_distance in opengl es 2.0
The documentation on GL_APPLE_clip_distance states that it is supported on both ES2.0 and ES3.0. I am trying to get it to work on devices that don't support ES3.0.
The shader files have the #...
8
votes
1
answer
5k
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How to correctly linearize depth in OpenGL ES in iOS?
I'm trying to render a forrest scene for an iOS App with OpenGL. To make it a little bit nicer, I'd like to implement a depth effect into the scene. However I need a linearized depth value from the ...
0
votes
2
answers
218
views
Vertex shader not compiling after moving to ES 3.0 on IOS
After moving all my shaders to ES3.0 , my compileShader is faulting on the first line.
#version 300
It gives a syntax error:
ERROR: 0:2: '' : syntax error: #version
If it was the wrong version then ...
1
vote
1
answer
977
views
GLSL OpenGL How to have more precise vector variables with doubles, e.g. dvec3
So far I can make a variable vec2 which contains 2 float variables, is it possible that I can make it contain 2 double type variables? i.e for more precise numbers.
So lets say I have a variable z
...
0
votes
2
answers
605
views
OpenGL/GLSE alpha masking
I'm implementing a paint app by using OpenGL/GLSL.
There is a feature where a user draws a "mask" by using brush with a pattern image, meantime the background changes according to the brush position. ...
2
votes
1
answer
518
views
WebGL: does OES_texture_float require storage as 32-bit floats? Some devices seem to store only as half floats
If a device supports OES_texture_float, then FLOAT textures should be stored as 32-bit float values, according to the spec. However, on some devices, it appears textures are stored as half floats.
...
0
votes
1
answer
1k
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sample GL_DEPTH24_STENCIL8 depth texture error in some IOS device
I have a depth texture which is GL_DEPTH24_STENCIL8( or GL_DEPTH_COMPONENT24), and I can correctly sample this texture on some devices(iPhone5s iPad1), but fail with some invalid pixels. Following is ...
1
vote
1
answer
155
views
OpenGL ES 2.0 fragment shader arithmetic incorrect on iOS
I am very new to GLSL so please excuse the basic nature of these questions..
First of all, a call to:
int range[2], precision;
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, range, &...