GLSL to Metal. Tile - ios

I'm trying to make tile effect from example on shadertoy (https://www.shadertoy.com/view/3llcRN) .
Here is code on GLSL:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (2.*fragCoord.xy - iResolution.xy)/iResolution.y;
fragColor = vec4( texture(iChannel0, uv ).rgba );
}
Result:
Here is my code on Metal:
kernel vec4 colorKernel(sampler source, float w, float h)
{
vec2 d = vec2(w, h);
vec2 uv = (2.*destCoord().xy - d.xy)/h;
return vec4( sample(source, uv).rgba );
}
And result:
What is missing? I need same result as on shadertoy

The problem is that when UV's coordinates bigger than 1 it returns just empty color

Related

Framebuffer Attachments In WebGL Producing Unexpected Results

I have a problem with framebuffer attachments. Basically, my framebuffers always worked fine, but for my last project I needed to initialize them with some color values. So I created an attachment with a texture containing the color values I wanted. This leads to some really unexplainable (to me) behaviour, you can see in the code below that I create a framebuffer with an attachment, then have one shader which renders a very simple shape to the framebuffer and another shader which reads out the values with some noise added to the readout position.
The weird thing is that
The readouts seem to be weirdly all over the place, if you delete the framebuffer attachment in the source (just comment out the lines so that an empty object remains in the array) you will see how it is meant to look like (notice the noisy edges, so writing to and reading from framebuffer works as expected).
Instead it looks like this:
Also changing the values of the attachment texture changes the result, which is weird as I never read from the framebuffer before writing to it. It seems as if the readouts return the initial color value most of the time (in this case gray).
If you remove the noise term or attach a constant noise term (independent of position), the readouts seem to work just fine.
(function main() {
const dim = [512, 512];
twgl.setDefaults({ attribPrefix: "a_" });
const gl = twgl.getContext(document.querySelector("canvas"));
gl.canvas.width = dim[0];
gl.canvas.height = dim[1];
const bfi = twgl.primitives.createXYQuadBufferInfo(gl);
const pgi = {
cross: twgl.createProgramInfo(gl, ["vs", "fs_cross"]),
noise: twgl.createProgramInfo(gl, ["vs", "fs_noise"])
};
const fbi = twgl.createFramebufferInfo(
gl,
[
{
attachment: twgl.createTexture(gl, {
src: Array(dim[0] * dim[1])
.fill([128, 128, 0, 0])
.flat()
})
}
],
...dim
);
(function frame() {
twgl.bindFramebufferInfo(gl, fbi);
gl.useProgram(pgi.cross.program);
twgl.setUniforms(pgi.cross, {
u_resolution: dim
});
twgl.setBuffersAndAttributes(gl, pgi.cross, bfi);
twgl.drawBufferInfo(gl, bfi);
twgl.bindFramebufferInfo(gl, null);
gl.useProgram(pgi.noise.program);
twgl.setUniforms(pgi.noise, {
u_framebuffer: fbi.attachments[0],
u_pi: Math.PI,
u_resolution: dim,
u_seed: Array(24).fill().map(Math.random)
});
twgl.setBuffersAndAttributes(gl, pgi.noise, bfi);
twgl.drawBufferInfo(gl, bfi);
window.requestAnimationFrame(frame);
})();
})();
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<script id="vs" type="x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main() {
v_texcoord = a_texcoord;
gl_Position = a_position;
}
</script>
<script id="fs_cross" type="x-shader/x-fragment">
precision highp float;
varying vec2 v_texcoord;
uniform vec2 u_resolution;
void main() {
if(sign(v_texcoord.x - 0.5) * sign(v_texcoord.y - 0.5) < 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
} else {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
</script>
<script id="fs_noise" type="x-shader/x-fragment">
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D u_framebuffer;
uniform float u_pi;
uniform vec2 u_resolution;
uniform vec2 u_seed[12];
vec2 normal(vec2 uv) {
float scl = sqrt(-2.0 * log(uv.x));
float ang = 2.0 * u_pi * uv.y;
return vec2(scl * cos(ang), scl * sin(ang));
}
vec2 noisySample(sampler2D tex, vec2 coord) {
vec2 sum = vec2(0.0, 0.0);
vec2 uni = vec2(0.0, 0.0);
for(int i = 0; i < 6; i++) {
uni = fract(uni + vec2(
dot(gl_FragCoord.xy + sin(gl_FragCoord.xy), u_seed[i]),
dot(gl_FragCoord.xy + sin(gl_FragCoord.xy), u_seed[i + 6])
));
vec2 nc = coord + normal(uni) / u_resolution;
sum += texture2D(u_framebuffer, nc).rg;
}
return sum / 6.0;
}
void main() {
vec2 tmp = noisySample(u_framebuffer, v_texcoord);
gl_FragColor = vec4(tmp, 0.5, 1.0);
}
</script>
<canvas></canvas>

How blending image mask?

How can I apply such a mask
to get effect such as bokeh
need to blur edge in mask and apply on image texture. How do that?
Vertex shader:
attribute vec4 a_Position;
void main()
{
gl_Position = a_Position;
}
Fragment shader:
precision lowp float;
uniform sampler2D u_Sampler; // textureSampler
uniform sampler2D u_Mask; // maskSampler
uniform vec3 iResolution;
vec4 blur(sampler2D source, vec2 size, vec2 uv) {
vec4 C = vec4(0.0);
float width = 1.0 / size.x;
float height = 1.0 / size.y;
float divisor = 0.0;
for (float x = -25.0; x <= 25.0; x++)
{
C += texture2D(source, uv + vec2(x * width, 0.0));
C += texture2D(source, uv + vec2(0.0, x * height));
divisor++;
}
C*=0.5;
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
void main()
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
vec4 videoColor = texture2D(u_Sampler, uv);
vec4 maskColor = texture2D(u_Mask, uv);
gl_FragColor = blur(u_Sampler, iResolution.xy, uv);
}
vec4 blurColor = blur(u_Sampler, iResolution.xy, uv);
gl_FragColor = mix(blurColor, videoColor, maskColor.r);
But FYI it's not common to blur in one pass like you have. It's more common to blur in one direction (horizontally), then blur the result of that vertically, then mix the results, blurredTexture, videoTexture, mask.

Applying displacement mapping and specular mapping

I am trying to apply both displacement mapping and specular mapping for the earth and only displacement mapping for the moon.
I could transfer height map to normal map but if I use the same height map to apply displacement mapping, it does not work as I expected..
Here is the example image
as you can see the bumpness around the earth and the moon but there are no actual height diffrences.
If I apply specular map to the earth, the earth becomes like this
I want only the ocean of the earth to shine but my code turns the earth into the whole black, I can only see some white dots on the earth...
These textures are from this site
Here is my both vertex shader code and the fragment shader code
"use strict";
const loc_aPosition = 3;
const loc_aNormal = 5;
const loc_aTexture = 7;
const VSHADER_SOURCE =
`#version 300 es
layout(location=${loc_aPosition}) in vec4 aPosition;
layout(location=${loc_aNormal}) in vec4 aNormal;
layout(location=${loc_aTexture}) in vec2 aTexCoord;
uniform mat4 uMvpMatrix;
uniform mat4 uModelMatrix; // Model matrix
uniform mat4 uNormalMatrix; // Transformation matrix of the normal
uniform sampler2D earth_disp;
uniform sampler2D moon_disp;
//uniform float earth_dispScale;
//uniform float moon_dispScale;
//uniform float earth_dispBias;
//uniform float moon_dispBias;
uniform bool uEarth;
uniform bool uMoon;
out vec2 vTexCoord;
out vec3 vNormal;
out vec3 vPosition;
void main()
{
float disp;
if(uEarth)
disp = texture(earth_disp, aTexCoord).r; //Extracting the color information from the image
else if(uMoon)
disp = texture(moon_disp, aTexCoord).r; //Extracting the color information from the image
vec4 displace = aPosition;
float displaceFactor = 2.0;
float displaceBias = 0.5;
if(uEarth || uMoon) //Using Displacement Mapping
{
displace += (displaceFactor * disp - displaceBias) * aNormal;
gl_Position = uMvpMatrix * displace;
}
else //Not using displacement mapping
gl_Position = uMvpMatrix * aPosition;
// Calculate the vertex position in the world coordinate
vPosition = vec3(uModelMatrix * aPosition);
vNormal = normalize(vec3(uNormalMatrix * aNormal));
vTexCoord = aTexCoord;
}`;
// Fragment shader program
const FSHADER_SOURCE =
`#version 300 es
precision mediump float;
uniform vec3 uLightColor; // Light color
uniform vec3 uLightPosition; // Position of the light source
uniform vec3 uAmbientLight; // Ambient light color
uniform sampler2D sun_color;
uniform sampler2D earth_color;
uniform sampler2D moon_color;
uniform sampler2D earth_bump;
uniform sampler2D moon_bump;
uniform sampler2D specularMap;
in vec3 vNormal;
in vec3 vPosition;
in vec2 vTexCoord;
out vec4 fColor;
uniform bool uIsSun;
uniform bool uIsEarth;
uniform bool uIsMoon;
vec2 dHdxy_fwd(sampler2D bumpMap, vec2 UV, float bumpScale)
{
vec2 dSTdx = dFdx( UV );
vec2 dSTdy = dFdy( UV );
float Hll = bumpScale * texture( bumpMap, UV ).x;
float dBx = bumpScale * texture( bumpMap, UV + dSTdx ).x - Hll;
float dBy = bumpScale * texture( bumpMap, UV + dSTdy ).x - Hll;
return vec2( dBx, dBy );
}
vec3 pertubNormalArb(vec3 surf_pos, vec3 surf_norm, vec2 dHdxy)
{
vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );
vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );
vec3 vN = surf_norm; // normalized
vec3 R1 = cross( vSigmaY, vN );
vec3 R2 = cross( vN, vSigmaX );
float fDet = dot( vSigmaX, R1 );
fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
return normalize( abs( fDet ) * surf_norm - vGrad );
}
void main()
{
vec2 dHdxy;
vec3 bumpNormal;
float bumpness = 1.0;
if(uIsSun)
fColor = texture(sun_color, vTexCoord);
else if(uIsEarth)
{
fColor = texture(earth_color, vTexCoord);
dHdxy = dHdxy_fwd(earth_bump, vTexCoord, bumpness);
}
else if(uIsMoon)
{
fColor = texture(moon_color, vTexCoord);
dHdxy = dHdxy_fwd(moon_bump, vTexCoord, bumpness);
}
// Normalize the normal because it is interpolated and not 1.0 in length any more
vec3 normal = normalize(vNormal);
// Calculate the light direction and make its length 1.
vec3 lightDirection = normalize(uLightPosition - vPosition);
// The dot product of the light direction and the orientation of a surface (the normal)
float nDotL;
if(uIsSun)
nDotL = 1.0;
else
nDotL = max(dot(lightDirection, normal), 0.0);
// Calculate the final color from diffuse reflection and ambient reflection
vec3 diffuse = uLightColor * fColor.rgb * nDotL;
vec3 ambient = uAmbientLight * fColor.rgb;
float specularFactor = texture(specularMap, vTexCoord).r; //Extracting the color information from the image
vec3 diffuseBump;
if(uIsEarth || uIsMoon)
{
bumpNormal = pertubNormalArb(vPosition, normal, dHdxy);
diffuseBump = min(diffuse + dot(bumpNormal, lightDirection), 1.1);
}
vec3 specular = vec3(0.0);
float shiness = 12.0;
vec3 lightSpecular = vec3(1.0);
if(uIsEarth && nDotL > 0.0)
{
vec3 v = normalize(-vPosition); // EyePosition
vec3 r = reflect(-lightDirection, bumpNormal); // Reflect from the surface
specular = lightSpecular * specularFactor * pow(dot(r, v), shiness);
}
//Update Final Color
if(uIsEarth)
fColor = vec4( (diffuse * diffuseBump * specular) + ambient, fColor.a); // Specular
else if(uIsMoon)
fColor = vec4( (diffuse * diffuseBump) + ambient, fColor.a);
else if(uIsSun)
fColor = vec4(diffuse + ambient, fColor.a);
}`;
Could you tell me where do I have to check?
If it was me I'd first strip the shader down the simplest thing and see if I get what I want. You want a specular shine so do you get a specular shine with only specular calculations in your shaders
Trimming your shaders to just draw a flat phong shading didn't produce the correct results
This line
fColor = vec4( (diffuse * specular) + ambient, fColor.a);
needed to be
fColor = vec4( (diffuse + specular) + ambient, fColor.a);
You add the specular, not multiply by it.
"use strict";
const loc_aPosition = 3;
const loc_aNormal = 5;
const loc_aTexture = 7;
const VSHADER_SOURCE =
`#version 300 es
layout(location=${loc_aPosition}) in vec4 aPosition;
layout(location=${loc_aNormal}) in vec4 aNormal;
uniform mat4 uMvpMatrix;
uniform mat4 uModelMatrix; // Model matrix
uniform mat4 uNormalMatrix; // Transformation matrix of the normal
out vec3 vNormal;
out vec3 vPosition;
void main()
{
gl_Position = uMvpMatrix * aPosition;
// Calculate the vertex position in the world coordinate
vPosition = vec3(uModelMatrix * aPosition);
vNormal = normalize(vec3(uNormalMatrix * aNormal));
}`;
// Fragment shader program
const FSHADER_SOURCE =
`#version 300 es
precision highp float;
uniform vec3 uLightColor; // Light color
uniform vec3 uLightPosition; // Position of the light source
uniform vec3 uAmbientLight; // Ambient light color
in vec3 vNormal;
in vec3 vPosition;
out vec4 fColor;
void main()
{
vec2 dHdxy;
vec3 bumpNormal;
float bumpness = 1.0;
fColor = vec4(0.5, 0.5, 1, 1);
// Normalize the normal because it is interpolated and not 1.0 in length any more
vec3 normal = normalize(vNormal);
// Calculate the light direction and make its length 1.
vec3 lightDirection = normalize(uLightPosition - vPosition);
// The dot product of the light direction and the orientation of a surface (the normal)
float nDotL;
nDotL = max(dot(lightDirection, normal), 0.0);
// Calculate the final color from diffuse reflection and ambient reflection
vec3 diffuse = uLightColor * fColor.rgb * nDotL;
vec3 ambient = uAmbientLight * fColor.rgb;
float specularFactor = 1.0;
bumpNormal = normal;
vec3 specular = vec3(0.0);
float shiness = 12.0;
vec3 lightSpecular = vec3(1.0);
vec3 v = normalize(-vPosition); // EyePosition
vec3 r = reflect(-lightDirection, bumpNormal); // Reflect from the surface
specular = lightSpecular * specularFactor * pow(dot(r, v), shiness);
fColor = vec4( (diffuse + specular) + ambient, fColor.a); // Specular
}`;
function main() {
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) { return alert('need webgl2'); }
const prgInfo = twgl.createProgramInfo(gl, [VSHADER_SOURCE, FSHADER_SOURCE]);
const verts = twgl.primitives.createSphereVertices(1, 40, 40);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
aPosition: verts.position,
aNormal: verts.normal,
aTexCoord: verts.texcoord,
indices: verts.indices,
});
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer for each attribute
twgl.setBuffersAndAttributes(gl, prgInfo, bufferInfo);
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(prgInfo.program);
const fov = 60 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 20.0;
const mat = m4.perspective(fov, aspect, near, far);
m4.translate(mat, [0, 0, -3], mat);
// calls gl.activeTexture, gl.bindTexture, gl.uniform
twgl.setUniforms(prgInfo, {
uMvpMatrix: mat,
uModelMatrix: m4.identity(), // Model matrix
uNormalMatrix: m4.identity(), // Transformation matrix of the normal
uLightColor: [1, 1, 1], // Light color
uLightPosition: [2, 2, 10], // Position of the light source
uAmbientLight: [0, 0, 0], // Ambient light color
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
}
main();
body { margin: 0 }
canvas { display: block; width: 100vw; height: 100vh; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
So now we can add in the specular map
"use strict";
const loc_aPosition = 3;
const loc_aNormal = 5;
const loc_aTexCoord = 7;
const VSHADER_SOURCE =
`#version 300 es
layout(location=${loc_aPosition}) in vec4 aPosition;
layout(location=${loc_aNormal}) in vec4 aNormal;
layout(location=${loc_aTexCoord}) in vec2 aTexCoord;
uniform mat4 uMvpMatrix;
uniform mat4 uModelMatrix; // Model matrix
uniform mat4 uNormalMatrix; // Transformation matrix of the normal
out vec3 vNormal;
out vec3 vPosition;
out vec2 vTexCoord;
void main()
{
gl_Position = uMvpMatrix * aPosition;
// Calculate the vertex position in the world coordinate
vPosition = vec3(uModelMatrix * aPosition);
vNormal = normalize(vec3(uNormalMatrix * aNormal));
vTexCoord = aTexCoord;
}`;
// Fragment shader program
const FSHADER_SOURCE =
`#version 300 es
precision highp float;
uniform vec3 uLightColor; // Light color
uniform vec3 uLightPosition; // Position of the light source
uniform vec3 uAmbientLight; // Ambient light color
uniform sampler2D specularMap;
in vec3 vNormal;
in vec3 vPosition;
in vec2 vTexCoord;
out vec4 fColor;
void main()
{
vec2 dHdxy;
vec3 bumpNormal;
float bumpness = 1.0;
fColor = vec4(0.5, 0.5, 1, 1);
// Normalize the normal because it is interpolated and not 1.0 in length any more
vec3 normal = normalize(vNormal);
// Calculate the light direction and make its length 1.
vec3 lightDirection = normalize(uLightPosition - vPosition);
// The dot product of the light direction and the orientation of a surface (the normal)
float nDotL;
nDotL = max(dot(lightDirection, normal), 0.0);
// Calculate the final color from diffuse reflection and ambient reflection
vec3 diffuse = uLightColor * fColor.rgb * nDotL;
vec3 ambient = uAmbientLight * fColor.rgb;
float specularFactor = texture(specularMap, vTexCoord).r; //Extracting the color information from the image
bumpNormal = normal;
vec3 specular = vec3(0.0);
float shiness = 12.0;
vec3 lightSpecular = vec3(1.0);
vec3 v = normalize(-vPosition); // EyePosition
vec3 r = reflect(-lightDirection, bumpNormal); // Reflect from the surface
specular = lightSpecular * specularFactor * pow(dot(r, v), shiness);
fColor = vec4( (diffuse + specular) + ambient, fColor.a); // Specular
}`;
function main() {
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) { return alert('need webgl2'); }
const prgInfo = twgl.createProgramInfo(gl, [VSHADER_SOURCE, FSHADER_SOURCE]);
const verts = twgl.primitives.createSphereVertices(1, 40, 40);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
aPosition: verts.position,
aNormal: verts.normal,
aTexCoord: verts.texcoord,
indices: verts.indices,
});
const specularTex = twgl.createTexture(gl, {src: 'https://i.imgur.com/JlIJu5V.jpg'});
function render(time) {
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer for each attribute
twgl.setBuffersAndAttributes(gl, prgInfo, bufferInfo);
gl.useProgram(prgInfo.program);
const fov = 60 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 20.0;
const mat = m4.perspective(fov, aspect, near, far);
m4.translate(mat, [0, 0, -3], mat);
const model = m4.rotationY(time / 1000);
m4.multiply(mat, model, mat);
// calls gl.activeTexture, gl.bindTexture, gl.uniform
twgl.setUniforms(prgInfo, {
uMvpMatrix: mat,
uModelMatrix: model, // Model matrix
uNormalMatrix: model, // Transformation matrix of the normal
uLightColor: [1, 1, 1], // Light color
uLightPosition: [2, 2, 10], // Position of the light source
uAmbientLight: [0, 0, 0], // Ambient light color
specularMap: specularTex,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0 }
canvas { display: block; width: 100vw; height: 100vh; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
Then you should argably not use lots of boolean conditionals on your shader. Either make different shaders for find a way to do it without the booleans. So for example we don't need
uniform sampler2D earth_disp;
uniform sampler2D moon_disp;
uniform sampler2D sun_color;
uniform sampler2D earth_color;
uniform sampler2D moon_color;
uniform sampler2D earth_bump;
uniform sampler2D moon_bump;
uniform bool uIsSun;
uniform bool uIsEarth;
uniform bool uIsMoon;
we can just have
uniform sampler2D displacementMap;
uniform sampler2D surfaceColor;
uniform sampler2D bumpMap;
Then we can set the displacementMap and the bumpMap to a single pixel 0,0,0,0 texture and there will be no displacement and no bump.
As for different lighting for sun, given the sun uses neither the bump map nor the displacement map nor even lighting at all it would arguably be better to use a different shader but, we can also just add a maxDot value like this
uniform float maxDot;
...
nDotL = max(dot(lightDirection, normal), maxDot)
If maxDot is zero we'll get a normal dot product. If maxDot is one we get no lighting.
"use strict";
const loc_aPosition = 3;
const loc_aNormal = 5;
const loc_aTexture = 7;
const VSHADER_SOURCE =
`#version 300 es
layout(location=${loc_aPosition}) in vec4 aPosition;
layout(location=${loc_aNormal}) in vec3 aNormal;
layout(location=${loc_aTexture}) in vec2 aTexCoord;
uniform mat4 uMvpMatrix;
uniform mat4 uModelMatrix; // Model matrix
uniform mat4 uNormalMatrix; // Transformation matrix of the normal
uniform sampler2D displacementMap;
out vec2 vTexCoord;
out vec3 vNormal;
out vec3 vPosition;
void main()
{
float disp;
disp = texture(displacementMap, aTexCoord).r;
vec4 displace = aPosition;
float displaceFactor = 0.1;
float displaceBias = 0.0;
displace.xyz += (displaceFactor * disp - displaceBias) * aNormal;
gl_Position = uMvpMatrix * displace;
// Calculate the vertex position in the world coordinate
vPosition = vec3(uModelMatrix * aPosition);
vNormal = normalize(mat3(uNormalMatrix) * aNormal);
vTexCoord = aTexCoord;
}`;
// Fragment shader program
const FSHADER_SOURCE =
`#version 300 es
precision highp float;
uniform vec3 uLightColor; // Light color
uniform vec3 uLightPosition; // Position of the light source
uniform vec3 uAmbientLight; // Ambient light color
uniform sampler2D surfaceColor;
uniform sampler2D bumpMap;
uniform sampler2D specularMap;
uniform float maxDot;
in vec3 vNormal;
in vec3 vPosition;
in vec2 vTexCoord;
out vec4 fColor;
vec2 dHdxy_fwd(sampler2D bumpMap, vec2 UV, float bumpScale)
{
vec2 dSTdx = dFdx( UV );
vec2 dSTdy = dFdy( UV );
float Hll = bumpScale * texture( bumpMap, UV ).x;
float dBx = bumpScale * texture( bumpMap, UV + dSTdx ).x - Hll;
float dBy = bumpScale * texture( bumpMap, UV + dSTdy ).x - Hll;
return vec2( dBx, dBy );
}
vec3 pertubNormalArb(vec3 surf_pos, vec3 surf_norm, vec2 dHdxy)
{
vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );
vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );
vec3 vN = surf_norm; // normalized
vec3 R1 = cross( vSigmaY, vN );
vec3 R2 = cross( vN, vSigmaX );
float fDet = dot( vSigmaX, R1 );
fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
return normalize( abs( fDet ) * surf_norm - vGrad );
}
void main()
{
vec2 dHdxy;
vec3 bumpNormal;
float bumpness = 1.0;
fColor = texture(surfaceColor, vTexCoord);
dHdxy = dHdxy_fwd(bumpMap, vTexCoord, bumpness);
// Normalize the normal because it is interpolated and not 1.0 in length any more
vec3 normal = normalize(vNormal);
// Calculate the light direction and make its length 1.
vec3 lightDirection = normalize(uLightPosition - vPosition);
// The dot product of the light direction and the orientation of a surface (the normal)
float nDotL;
nDotL = max(dot(lightDirection, normal), maxDot);
// Calculate the final color from diffuse reflection and ambient reflection
vec3 diffuse = uLightColor * fColor.rgb * nDotL;
vec3 ambient = uAmbientLight * fColor.rgb;
float specularFactor = texture(specularMap, vTexCoord).r; //Extracting the color information from the image
vec3 diffuseBump;
bumpNormal = pertubNormalArb(vPosition, normal, dHdxy);
diffuseBump = min(diffuse + dot(bumpNormal, lightDirection), 1.1);
vec3 specular = vec3(0.0);
float shiness = 12.0;
vec3 lightSpecular = vec3(1.0);
vec3 v = normalize(-vPosition); // EyePosition
vec3 r = reflect(-lightDirection, bumpNormal); // Reflect from the surface
specular = lightSpecular * specularFactor * pow(dot(r, v), shiness);
//Update Final Color
fColor = vec4( (diffuse * diffuseBump + specular) + ambient, fColor.a); // Specular
}`;
function main() {
const m4 = twgl.m4;
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) { return alert('need webgl2'); }
const prgInfo = twgl.createProgramInfo(gl, [VSHADER_SOURCE, FSHADER_SOURCE]);
const verts = twgl.primitives.createSphereVertices(1, 40, 40);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.createBufferInfoFromArrays(gl, {
aPosition: verts.position,
aNormal: verts.normal,
aTexCoord: verts.texcoord,
indices: verts.indices,
});
const textures = twgl.createTextures(gl, {
zero: { src: new Uint8Array([0, 0, 0, 0])},
earthSpecular: { src: 'https://i.imgur.com/JlIJu5V.jpg' },
earthColor: { src: 'https://i.imgur.com/eCpD7bM.jpg' },
earthBump: { src: 'https://i.imgur.com/LzFNOP8.jpg' },
sunColor: { src: 'https://i.imgur.com/gl8zBLI.jpg', },
moonColor: { src: 'https://i.imgur.com/oLiU4fm.jpg', },
moonBump: { src: 'https://i.imgur.com/bDnjW8C.jpg', },
});
function render(time) {
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer for each attribute
twgl.setBuffersAndAttributes(gl, prgInfo, bufferInfo);
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(prgInfo.program);
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const fov = 60 * Math.PI / 180 / aspect;
const near = 0.1;
const far = 20.0;
const viewProjection = m4.perspective(fov, aspect, near, far);
m4.translate(viewProjection, [0, 0, -6], viewProjection);
draw([0, 0, 0], {
displacementMap: textures.earthBump,
bumpMap: textures.earthBump,
surfaceColor: textures.earthColor,
specularMap: textures.earthSpecular,
maxDot: 0,
uAmbientLight: [0, 0, 0],
});
draw([-2.2, 0, 0], {
displacementMap: textures.zero,
bumpMap: textures.zero,
surfaceColor: textures.sunColor,
specularMap: textures.zero,
maxDot: 1,
uAmbientLight: [0, 0, 0],
});
draw([2.2, 0, 0], {
displacementMap: textures.moonBump,
bumpMap: textures.moonBump,
surfaceColor: textures.moonColor,
specularMap: textures.zero,
maxDot: 0,
uAmbientLight: [0, 0, 0],
});
function draw(translation, uniforms) {
const model = m4.translation(translation);
m4.rotateY(model, time / 1000, model);
// calls gl.activeTexture, gl.bindTexture, gl.uniform
twgl.setUniforms(prgInfo, {
uMvpMatrix: m4.multiply(viewProjection, model),
uModelMatrix: model, // Model matrix
uNormalMatrix: m4.transpose(m4.inverse(model)), // Transformation matrix of the normal
uLightColor: [1, 1, 1], // Light color
uLightPosition: [2, 2, 10], // Position of the light source
uAmbientLight: [1, 0, 0], // Ambient light color
});
twgl.setUniforms(prgInfo, uniforms);
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
}
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
body { margin: 0 }
canvas { display: block; width: 100vw; height: 100vh; }
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas></canvas>
As for the displacement, displacement only works on vertices so you need a lot of vertices in your sphere to be able to see any displacement
As well there was an bug related to displacement. You're passing in normals as vec4 and this line
displace += (displaceFactor * disp - displaceBias) * aNormal;
Ends up adding a vec4 displacement. In other words let's say you started with an a_Position of vec4(1,0,0,1) which would be on the left side of the sphere. aNormal because you declared it as a vec4 is probably vec4(1,0,0,1) as well. Assuming you're actually passing it vec3 normal data via attributes from your buffer the default value for W is 1. Let's assume disp is 1, displaceFactor is 2 and displaceBias is 0.5 which is what you had. You end up wioth
displace = vec4(1,0,0,1) + (2 * 1 + 0.5) * vec4(1,0,0,1)
displace = vec4(1,0,0,1) + (1.5) * vec4(1,0,0,1)
displace = vec4(1,0,0,1) + vec4(1.5,0,0,1.5)
displace = vec4(2.5,0,0,2.5)
But you don't want W to be 2.5. One fix is to just use the xyz part of the normal.
displace.xyz += (displaceFactor * disp - displaceBias) * aNormal.xyz;
The more normal fix would be to only declare the normal attribute as vec3
in vec3 aNormal;
displace.xyz += (displaceFactor * disp - displaceBias) * aNormal;
In my example above the spheres are only radius = 1 so we only want adjust this displacement a little. I set displaceFactor to 0.1 and displaceBias to 0.

GPU Accelerated Harris Corner Detection

I am trying to use GLSL to implement a Harris Corner Detection. But it does not work properly(I am guessing). First off it doesn't detect all corners and it detects alot of points that are not corners, another big problem is that it the threshold is very specific for each image. Maybe that is normal with a Harris detector?
All help is appreciated.
Shader Passes:
1st: Standard passthrough.
2nd: I turn the image into a grayscale image.
3rd: Sobel filtering the image and passing the x, y gradient intensitys and the product of the xy intensitys.
uniform sampler2D texture;
varying vec2 vUV;
void main() {
vec2 uv = vUV;
// Offset used to get access to neighbours
float w = 1.0/800.0;
float h = 1.0/600.0;
vec3 temp;
vec3 sum = vec3(0.0);
// Sobel - Edge Detection
// y gradient
vec3 texel0 = texture2D(texture, uv + vec2(-w, h)).xyz;
vec3 texel1 = texture2D(texture, uv + vec2(-w, 0)).xyz;
vec3 texel2 = texture2D(texture, uv + vec2(-w, -h)).xyz;
vec3 texel6 = texture2D(texture, uv + vec2(w, h)).xyz;
vec3 texel7 = texture2D(texture, uv + vec2(w, 0)).xyz;
vec3 texel8 = texture2D(texture, uv + vec2(w, -h)).xyz;
vec3 vertEdge = 1.0 * texel0 + (2.0*texel1) + 1.0 * texel2 -
(1.0 * texel6 + (2.0*texel7) + 1.0 * texel8);
// x gradient
vec3 texe0 = texture2D(texture, uv + vec2(-w,h)).xyz;
vec3 texe1 = texture2D(texture, uv + vec2(0, h)).xyz;
vec3 texe2 = texture2D(texture, uv + vec2(w, h)).xyz;
vec3 texe6 = texture2D(texture, uv + vec2(-w,-h)).xyz;
vec3 texe7 = texture2D(texture, uv + vec2(0,-h)).xyz;
vec3 texe8 = texture2D(texture, uv + vec2(w,-h)).xyz;
vec3 horizEdge = 1.0 * texe0 + (2.0*texe1) + 1.0 * texe2 -
(1.0 * texe6 + (2.0*texe7) + 1.0 * texe8);
// Gradient intensity values
float iy = (vertEdge.r + vertEdge.g + vertEdge.b) /3.0;
float ix = (horizEdge.r + horizEdge.g + horizEdge.b) /3.0;
// Absolute to get negative values
iy = abs(iy);
ix = abs(ix);
float gradProcduct = ix * iy;
gl_FragColor = vec4(ix,iy,gradProcduct, 0.0);
Not the best looking code - just want it to work for now
4th and 5th: Standard Gaussian Blur
6th: Calculating Harris Response.
If it is a corner i paint that pixel in magenta.
void main() {
vec2 uv = vUV;
float w = 1.0/800.0;
float h = 1.0/600.0;
float threshold = 0.05;
vec4 gradientInfo = texture2D(texture, uv);
/************** Harris Reponse **********************
R is calculated as R = det(M)- K(Trace(M)) which leads to
R = Ix^2*Ix^y - Ixy^2-K(ix^2+iy^2)^2
Ix = X-gradient intesity
Iy = Y-gradient intesity
Ixy = product of the X- and Y-gradient intensities
*********************************************************/
float R = pow(gradientInfo.r,2.0)*pow(gradientInfo.g,2.0)
- pow(gradientInfo.b,2.0)
- threshold * pow((pow(gradientInfo.r,2.0)+pow(gradientInfo.g,2.0)),2.0);
vec4 test;
//if(R > 0.000000000005)
if(R > 0.0000000000750){
// Extremley small values, ugly soloution for now to be able to use R in maxSupress
test = vec4(1.0, 0.0, 1.0, R*1000000000.0);
}
else
test = vec4(vec3(gradientInfo.xyz),0.0);
gl_FragColor = vec4( test);
}
Results
Result on a simple square
Result on a more complex figure with the same R and Threshold
And the result when the response check is mulitplied by a 1000. Doesn't really seem to work.
Below is the code for the maximum supression.
void main() {
vec2 uv = vUV;
float vOffset = 1.0/800.0;
float hOffset = 1.0/600.0;
vec4 neighbourPixels[9];
vec3 result;
int check = 0;
vec3 previous = texture2D(texture2, uv).xyz;
vec4 current = texture2D(texture, uv);
float temp = current.a;
vec4 neighbourArray[25];
if(current.a > 0.0){
for(int i = -2; i<3;i++){
for(int j = -2; j<3;j++){
if(temp < texture2D(texture, vUV.xy+vec2(i,j)*vec2(vOffset,hOffset)).a ){
//result = vec3(1.0,0.0,1.0);
check = 1;
break;
}
}
if(check==1){
break;
}
}
if(check==1){
result = vec3(1.0,0.0,0.0);
}
else{
result = vec3(0.0,1.0,1.0);
}
}
else{
result = previous.xyz;
}
gl_FragColor = vec4( result, 0.0);
}
You need to look for local maxima in the Harris response, rather than just thresholding. Dilate the response with a 3x3 or 5x5 box, then find pixels whether original response and dilated version are equal.

How do I draw a filled circle with OpenGL ES on iPhone?

How do I draw a filled circle with openGl on iPhone ?
I've found many solutions but none of them work. Probably because there are many ways to do it. But what's the method with shortest code ?
For a truly smooth circle, you're going to want a custom fragment shader. For example, the following vertex shader:
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
and fragment shader:
varying highp vec2 textureCoordinate;
const highp vec2 center = vec2(0.5, 0.5);
const highp float radius = 0.5;
void main()
{
highp float distanceFromCenter = distance(center, textureCoordinate);
lowp float checkForPresenceWithinCircle = step(distanceFromCenter, radius);
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * checkForPresenceWithinCircle;
}
will draw a smooth red circle within a square that you draw to the screen. You'll need to supply vertices for your square to the position attribute and coordinates that range from 0.0 to 1.0 in X and Y to the inputTextureCoordinate attribute, but this will draw a circle that's as sharp as your viewport's resolution allows and do so very quickly.
One way would be to use GL_POINTS:
glPointSize(radius);
glBegin(GL_POINTS);
glVertex2f(x,y);
glEnd();
Another alternative would be to use GL_TRIANGLE_FAN:
radius = 1.0;
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for(int angle = 1; angle <= 360; angle = angle + 1)
glVertex2f(x + sind(angle) * radius, y + cosd(angle) * radius);
glEnd();
To get the verices of a circle:
float[] verts=MakeCircle2d(1,100,0,0)
public static float[] MakeCircle2d(float rad,int points,float x,float y)//x,y ofsets
{
float[] verts=new float[points*2+2];
boolean first=true;
float fx=0;
float fy=0;
int c=0;
for (int i = 0; i < points; i++)
{
float fi = 2*Trig.PI*i/points;
float xa = rad*Trig.sin(fi + Trig.PI)+x ;
float ya = rad*Trig.cos(fi + Trig.PI)+y ;
if(first)
{
first=false;
fx=xa;
fy=ya;
}
verts[c]=xa;
verts[c+1]=ya;
c+=2;
}
verts[c]=fx;
verts[c+1]=fy;
return verts;
}
Draw it as GL10.GL_LINES if you want a empty circle
gl.glDrawArrays(GL10.GL_LINES, 0, verts.length / 2);
Or draw it as GL10.GL_TRIANGLE_FAN if you want a filled one
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, verts.length / 2);
Its java but it is really easy to convert to c++/objc
Here is a super fast way using shaders... Just make a Quad with a vertex buffer and set the UV's from -1 to 1 for each corner of the quad.
The vertex buffer in floats should look like:
NOTE: this needs a index buffer too.
var verts = new float[20]
{
-1, -1, 0, -1, -1,
-1, 1, 0, -1, 1,
1, 1, 0, 1, 1,
1, -1, 0, 1, -1,
};
#VS
attribute vec3 Position0;
attribute vec2 Texcoord0;
varying vec4 Position_VSPS;
varying vec2 Texcoord_VSPS;
uniform vec2 Location;
void main()
{
vec3 loc = vec3(Position0.xy + Location, Position0.z);
gl_Position = Position_VSPS = vec4(loc, 1);
Texcoord_VSPS = loc.xy;
}
#END
#PS
varying vec4 Position_VSPS;
varying vec2 Texcoord_VSPS;
uniform vec2 Location;
void main()
{
float dis = distance(Location, Texcoord_VSPS);
if (.1 - dis < 0.0) discard;
gl_FragData[0] = vec4(0, 0, 1, 1);
}
#END

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