Skip to main content

OpenGL SL - Select compiler (Shader Toy)

GLSL (OpenGL Shading Language) is a language that enables developers to directly control the graphics pipeline. We will do GPU programming using GLSL. And I recommend the Shadertoy to easily program it. By using Shadertoy, you can see the results of GLSL programming on the screen without OpenGL. It looks like below.



comfortable glsl compiler : shadertoy


I made simple mosaic effect. The great thing of this is you can program and take result on the screen in real time. We do not need to write GL code directly :)

But this tool also has some rules.
Because we don't program GL, there are some promised uniform variables. And I'll introduce some important input uniforms.


uniform vec3 iResolution   (x,y,z of your screen resolution)
uniform float
iTime            (current time second info)
uniform float
iFrame             (current frame number info)
uniform vec4
iMouse                 (mouse click position)
uniform samplerXX
iChanneli     (sampler image, video of iChannel0 ~ iChannel4)


If you want to see more rules, please go to Shadertoy site.

Comments

Popular posts from this blog

How to make gaussian blur in SparkAR

 Gaussian blur is result of blurring an image by Gaussian function. We need to use large kernel to make strong blur and this cause the high complexity. And that's why we should use multi-pass which is seperated into horizontal, vertical pass . It can reduce the complexity and make faster. In Spark AR there are many ways to make it. And I wanna introduce one of them using shader files (.sca). You can download it for free from the gumload link below. It is modulated to adjust horizontal, vertical strength easily . Hope this can help you. Loading...

OpenGL SL - Translate, roate, and scale

Translate, rotate and scale are most basic element of image effect. If you didn't understand how make effect at each pixel, please read again before post "Show Video and Image" . 1. Translate Translation means each pixel move parallel on the x, y-axis. In other words, if you want to translate 0.25 on the x-axis, a pixel should point to a distance of -0.25 from the original. Translate ex) void mainImage( out vec4 fragColor, in vec2 fragCoord ){     vec2 uv = fragCoord/iResolution.xy;     if (uv.x < 0.5 ){         // translate to x ( -0.25 )         uv.x += 0.25 ;     } else {         // translate to x ( +0.25 )         uv.x -= 0.25 ;     }     fragColor = texture (iChannel0, uv); } result) 2. Scale Scale also has a  similar concept to parallel translation. If you want to zoom in twice, each pixel s...

OpenGL SL - Devide camera view

How can we devide camera view like above image? If you think adjusting the position and size by dividing each section, it will be a very difficult task. And If you made it that way, how can you make the following 10x10 image? The answer is "T o make pattern,  Use fract function." The full code is like below.  If you want to make 4x4 image, change this line : " uv *= 4.0; " void mainImage( out vec4 fragColor, in vec2 fragCoord ){     // Normalized pixel coordinates (from 0 to 1)     vec2 uv = fragCoord/iResolution.xy;     uv *= 10.0 ;     uv = fract (uv);     fragColor = texture (iChannel0, uv); } Declaration genType fract ( genType x ) Description returns the fractional part of  x . This is calculated as  x  -  floor ( x ). reference (  https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/fract.xhtml ) - Before fract fun...