![]() ![]() Required, and modify the code to point to the image on your local computer. If not, download the code, and the image if Could be my matrix tinkering.The X3D files (with shader source code embedded) are available for download - see the comments beside each model for a link.Īll examples are clickable in a browser, if your browser supports VRML/X3D. ![]() At least it fixed one other instance.Ĭc: X3D Graphics public mailing list Re: geo / bubbles shader scene I believe I solved this by inlining the shader source code. > Other samples of ProgramShaders and ComposedShaders do work in freewrl: > of cubemap shading in a ComposedShader isn't working right now in freewrl, and I'm looking into that. > On behalf of the freewrl opensource community, I report my best knowledge today FreeWRL supports GLSL shading language only, Composed and Program shaders only. > Subject: Re: fill in what shading languages are available > To: John Carlson X3D Graphics public mailing list > From: x3d-public on behalf of doug sanden where is that -names for modelviewmatrix etc- in any specs? ![]() > I don't know if there's something in the specs saying what the common matrices and texture units are supposed to be called. replaced 'uniform samplerCube cube ' with 'uniform samplerCube fw_Texture_unit0 ' explicitly multiplied projection * modelview rather than assuming it's already in context ie fw_ProjectionMatrix * fw_ModelViewMatrix substituted fw_ names for things like modelviewmatrix ie fw_ModelViewMatrix I changed from ComposedShader to ProgramShader (not sure that was necessary) > freewrl wasn't showing the sphere, so I hacked the shaders until I got something, then tinkered to get it close to the original scene. is this what the geo.x3d/ bubbles ProgrammableShader sample is supposed to look like? > On Jan 11, 2016, at 4:12 PM, doug sanden wrote: I don’t want to modify my shaders for every single app I write and every browser I use. Does anyone want to take this up? Also it would be good if we could coordinate with Pla圜 on this as well. (fw_…) between X3D players so that our shader code is portable. Subject: Re: geo / bubbles shader sceneĭoug, it’s supposed to look like the this image:īut your below modifications means that we should standardize our names for various matrices etc. So its just a matter of making sure we've all got the same set of standard variables, and they're all named the same - at least for GLSL and HLSL separately. And update any changed user-declared fields.īrowsers are already doing this I think. If so, then the browser would automatically paste in all the standard variables as uniform variables at the top of the user's declared shader script, compile, then loop through to see which standard uniforms survived.įor the ones that stuck, the browser would set them on each frame automatically. I think glsl compilers will clean out/cull any unused uniform variables during compilation. X3Dom's looks 'not bad' for GLSL at first glance, but I'd have to try it out. Would be nice if they were standardized at least for GLSL and HLSL separately. ![]() It makes shader programs browser-specific. Standardized names - yes that's funny there are none. X3d-public mailing mailing John for the screenshot. > components are modular collections of nodes that make it easier for > The Extensible 3D (X3D) Graphics standard has many capabilities. Subject: Re: fill in what shading languages are available To: John Carlson X3D Graphics public mailing list where is that -names for modelviewmatrix etc- in any specs?įrom: x3d-public on behalf of doug sanden I don't know if there's something in the specs saying what the common matrices and texture units are supposed to be called. replaced 'uniform samplerCube cube ' with 'uniform samplerCube fw_Texture_unit0 'Īnd textureCube(cube. avoided mat3 and used the original mat4Ħ. explicitly multiplied projection * modelview rather than assuming it's already in context ie fw_ProjectionMatrix * fw_ModelViewMatrixĥ. substituted fw_ names for things like modelviewmatrix ie fw_ModelViewMatrixĤ. I changed from ComposedShader to ProgramShader (not sure that was necessary)ģ. is this what the geo.x3d/ bubbles ProgrammableShader sample is supposed to look like?įreewrl wasn't showing the sphere, so I hacked the shaders until I got something, then tinkered to get it close to the original scene.ġ. Other samples of ProgramShaders and ComposedShaders do work in freewrl: Of cubemap shading in a ComposedShader isn't working right now in freewrl, and I'm looking into that. On behalf of the freewrl opensource community, I report my best knowledge today FreeWRL supports GLSL shading language only, Composed and Program shaders only. > X3D players which support programmable shaders on this Could someone fill in what shading languages are available for those ![]()
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