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Author Topic: GLSL Shaders  (Read 60541 times)

Steve

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GLSL Shaders
« on: August 27, 2014, 02:11:31 pm »

Build 1097 adds support for OpenGL GLSL shaders.

Originally Anim8or used ARB fragment program assembly language shaders because many Anim8or users' graphics didn't support GLSL. Currently there shouldn't be any visible differences between the two shaders. GLSL is easier to write than assembly language and I will be improving the graphics. I'm toying with the idea of user written shaders of some form, either in ASL or graphically, but this is still a bit in the future.

Please let me know if you find any differences between GLSL and the ARB shaders (and of course any bugs that you find). You can toggle through shader types with the <Ctrl-B> key: GLSL -> ARB -> OpenGL Materials.

Note: there are slight differences in the shading between OpenGL Materials and the shader language because:
1) OpenGL Materials use vertex lighting and shaders use per-pixel lighting, and
2) Shaders use true Phong shading while OpenGL Materials use a half-angle reflection for specular hilights.
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Claude

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Re: GLSL Shaders
« Reply #1 on: August 28, 2014, 11:32:54 am »

Hi Steve.
I had a quick  look at the new GLSL shaders.I had seen before on the run
shader editing, but never  per material. Surely save a lot of uniforms.
I noticed that if you modify a material a new shader program is created,
but the old one is not deleted.At first, I thought you kept it for the undo
function,but it's not the case since  undo creates a new one.
Thought I'd let you know.
Hope it helps.
Claude
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Steve

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Re: GLSL Shaders
« Reply #2 on: August 28, 2014, 11:53:44 am »

Thanks, Claude, I'll fix it. I don't want to go about leaking resources everywhere!

What software are you using to see that? Do you have a good OpenGL tracer/debugger?
« Last Edit: August 28, 2014, 11:55:23 am by Steve »
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Claude

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Re: GLSL Shaders
« Reply #3 on: August 28, 2014, 03:13:13 pm »

You're welcome.
Since I have a Nvidia card, i would like to use Nsight for Visual Studio ,but I
have the VS Express Edition that doesn't support plugin.
Instead,I use AMD CodeXL.It's a free standing app.Very useful.Not perfect,
but a lot better than total darkness.

Claude

Modification:
Additional comment in Reply #24
« Last Edit: February 23, 2015, 03:01:36 pm by Claude »
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cooldude234

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Re: GLSL Shaders
« Reply #4 on: August 28, 2014, 04:30:18 pm »

What software are you using to see that? Do you have a good OpenGL tracer/debugger?
Steve I recommend gDEBugger as a good opengl specific debugger! It's saved my butt a few times already.
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captaindrewi

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Re: GLSL Shaders
« Reply #5 on: August 28, 2014, 08:53:40 pm »

Build 1097 adds support for OpenGL GLSL shaders.
Hi Steve
Forgive my dullness but...
What will be the benefit of these glsl shaders?


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Steve

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Re: GLSL Shaders
« Reply #6 on: August 29, 2014, 09:33:12 am »

cooldude234: Thanks. I'll give it a try.

captaindrewi: GLSL is much easier to write and debug and supports all the newest OpenGL capabilities. I'll be able to improve the images, add new functionality, etc. The current code is supposed to match the ARB images exactly to make it easier to find problems, but if it all goes well (i.e. nobody has problems with their graphics chip/driver) there will be some cool now things soon.
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Raxx

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Re: GLSL Shaders
« Reply #7 on: August 29, 2014, 03:38:12 pm »

Would user-made shaders via ASL be incorporated into the ART and Scanline renderers? The OpenGL renderer isn't very useful in its current state, and I'd rather see other features implemented/improved first in terms of priority.
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Steve

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Re: GLSL Shaders
« Reply #8 on: August 29, 2014, 05:53:05 pm »

Yes, user shaders would be supported by ASL as well. That adds a bit more work but it doesn't make sense to add them without ASL supporting.
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Smirkyguy

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Re: GLSL Shaders
« Reply #9 on: November 25, 2014, 07:14:31 pm »

I don't know if any progress is being made, but there are still MASSIVE issues with GLSL shaders and Intel Graphics.

Dell Inspiron N5110, Windows 7 SP1, 64 bit, Intel HD Graphics 3000, Compatability mode set to Windows XP SP3, Latest drivers, Anim8or version 1124

I tested it with compatability mode turned off, did not fix the issue
« Last Edit: November 25, 2014, 07:19:06 pm by Smirkyguy »
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Steve

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Re: GLSL Shaders
« Reply #10 on: November 25, 2014, 08:59:32 pm »

Unfortunately there's not much I can do about this. You can try using the other methods, ARB fragment programs and standard OpenGL materials. Intel's poor history of OpenGL driver support is a big reason that I continue to support these alternate real-time methods.

It's sad to think that Intel, the largest semiconductor manufacturer in the world, doesn't care enough to write decent drivers.
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Smirkyguy

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Re: GLSL Shaders
« Reply #11 on: November 26, 2014, 09:32:31 am »

Well, that's what I was afraid you would say... any chance you can make it so that we can set the default workspace renderer? having to change it to ARB fragment every time I open it can be a little annoying.
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Steve

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Re: GLSL Shaders
« Reply #12 on: November 26, 2014, 11:23:12 am »

Doh! Of course. I should have thought of that! I'll add it to the next build.
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Smirkyguy

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Re: GLSL Shaders
« Reply #13 on: November 27, 2014, 11:41:14 am »

Doh! Of course. I should have thought of that! I'll add it to the next build.
Thank you!!! :D :D :D :D :D
« Last Edit: November 27, 2014, 11:41:36 am by Smirkyguy »
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Steve

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Re: GLSL Shaders
« Reply #14 on: November 27, 2014, 01:31:20 pm »

Smirkyguy check out build 1137 :)
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