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Sign up. New issue. Jump to bottom. Copy link Quote reply. Does Vulkan support a shadow sampler. This comment has been minimized. Sign in to view. I have to enable comparing of course sampler. Yes, that's what you'd have to do with OpenGL and Vulkan applies the same rules. SaschaWillems closed this Sep 16, Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment. Linked pull requests. You signed in with another tab or window. Reload to refresh your session.
You signed out in another tab or window.I defined a pbuffer to contain depth values for a rendered scene, this pbuffer is bound as texture, but how do I access the depth values within my fragment program. I read something about a comparison value in the q coordinate of the vec3 that accesses the sampler but all I want to do is to read the depth value from my texture. A depth texture is stored as one channel, but that same value is duplicated into all four channels when you read it into your shader.
Again, just try it and see what you get. The value itself will lie in the range 0 to 1, with 0 being the near clip plane, and 1 the far clip plane, but note that the value is non-linear. Either way, if I remember correctly, the Z value ends up in the range -1 and 1 after being multiplied by the projection matrix anything else is outside the near and far clipping planes. So it you read a depth buffer value, you will need to do a.
I do remember something similar the transformation that does the viewport mapping does something like this this.
OpenGL Software Development Kit
And how is the depth value stored - every color component contains the same depth value or how? The first sentance, or the second sentance?CMOS settings:? Steps to Reproduce: 1. My understanding is that passing an element of a sampler2DShadow array as an argument to a function causes the crash.
If the uniform is changed to become a simple sampler2DShadow value, the crash goes away, idem if the functions are replaced by macros.
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Thanks for filling out the information. I have will get an internal ticket going and talk to the driver team about it. I came here to report something very similar. Original reporter is using HD Below is my system info, after reproducing the crash.
Problem seen when viewing a particular test file. Shaders involved are rather big Crash inside glLinkProgram. Test file exposes a totally different issue on AMD hardware, nothing to do with shader compilation or linking.
Skip to main content. Nicolas L. Actual Results: Shaders compile, and the call to glLinkProgram crashes the application.
Additional Information: The code posted above is a stripped down version of a bigger shader. FWIW the problem does not occur on the latest avail. Last post. RSS Top. Log in to post comments. Coppock, Michael J Intel. Hi, Thanks for filling out the information. Actual Results: Crash inside glLinkProgram. Additional Information: Tested with a debug context, debug logging enabled. No errors were reported prior to crash. Context is GL 4.Float and int behave just like in C, whereas the bool type can take on the values of true or false.
Vectors with 2,3 or 4 components are also available for each of the simple data types mentioned above. These are declared as:. The respective data types are:. A set of special types are available for texture access. These are called samplers and are required to access texture values, also known as texels. Declaring a simple variable is pretty much the same as in C, you can even initialize a variable when declaring it.
Declaring the other types of variables follows the same pattern, but there are differences between GLSL and C regarding initialization. GLSL relies heavily on constructor for initialization and type casting. GLSL is pretty flexible when initializing variables using other variables. All that it requires is that you provide the necessary number of components. Look at the following examples. Matrices also follow this pattern. You have a wide variety of constructors for matrices.
For instance the following constructors for initializing a matrix are available:. In GLSL a few extras are provided to simplify our lives, and make the code a little bit clearer.
Accessing a vector can be done using letters as well as standard C selectors. As shown in the previous code snippet, it is possible to use the letters x,y,z,w to access vectors components.
For texture coordinates the available selectors are s,t,p,q. Notice that by convention, texture coordinates are often referred as s,t,r,q. Hence there was a need to find a different letter, and the lucky one was p. Matrix selectors can take one or two arguments, for instance m, or m. In the first case the first column is selected, whereas in the second a single element is selected.
As for structures the names of the elements of the structure can be used as in C, so assuming the structures described above the following line of code could be written:. It seems to me that all communication with shaders is going only in one direction — from our program to shaders. How can I read some data that was created by shaders?
Yes there is, but it is far different from reading back a variable. You can write values to textures, read back the frame buffer, use transform feedback to store values in buffers, among other possibilities. This site uses Akismet to reduce spam.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. From what I understand, I need to find what UV of the shadow map the position of the current fragment corresponds to. I do that by the following:. The problem comes from that 'depth' is stored in valuesand actual distance is in world coordinates.
I've tried to do that conversion manually, but couldn't get it to work. What changes do I need to make to instead use shadow2D? What does shadow2D even do? Is it just more-or-less an auto-conversion-from-depth-to-world texture? Can I use the same depth texture? Or do I need to render the depth texture a different way? What do I pass in to shadow2D? The world-space position of the fragment I want to check? Or the same UV as before? If all these questions can be answered in a simple documentation page, I'd love if someone could just post that.
But I swear I've been searching for hours and can't find anything that simply says what the heck is going on with shadow2D! Beginning with GLSL 1. GLSL 1. The coordinates you pass to texture The new 3rd coordinate is the depth value that you are going to compare.
If this comparison passes, texture That is the proper way to do hardware anti-aliasing of shadow maps. As for getting a depth value to test from a world-space position, you were on the right track though you forgot perspective division. The final step assumes you are using the default depth range The end result of step 3 serves as both a depth value R and texture coordinates ST for lookup into your depth map. This makes it possible to pass this value directly to texture Recall that the first 2 components of the texture coordinates are the same as always, and that the 3rd is a depth value to test.
Asked 6 years, 1 month ago. Active 6 years, 1 month ago. Viewed 12k times. Struggle: finding clear and consistent documentation regarding how to use shadow2D and sampler2DShadow. So here's my question s : What changes do I need to make to instead use shadow2D?
Phildo Phildo 1, 2 2 gold badges 16 16 silver badges 28 28 bronze badges. You might want to look at the answer to stackoverflow.Shadow Mapping Demo
I think this one is closer and together with the wiki link in the answer should address your questions : stackoverflow. Active Oldest Votes.A sampler is a set of GLSL variable types. Variables of one of the sampler types must be uniforms or as function parameters. Each sampler in a program represents a single texture of a particular texture type.
The type of the sampler corresponds to the type of the texture that can be used by that sampler. There are a number of sampler types. The various sampler types are separated into 3 categories, based on the basic data type of the Image Format of the texture that they sample from. These are floating-point, signed integer, and unsigned integer.
Floating-point also covers normalized integer formats. The name of the sampler type in GLSL reflects this grouping. The names are very similar to the names of the vector types in GLSL. Floating-point vectors do not have a prefix; they are just " vec ". Signed integer vectors are " i vec ", and unsigned integer vectors are " u vec ".
So for samplers, floating-point samplers begin with " sampler ".
OpenGL Software Development Kit
Signed integer samplers begin with " i sampler ", and unsigned integer samplers begin with " u sampler ". Depth-component textures are treated as one-component floating-point textures. Stencil-component textures are treated as one-component unsigned integer textures.
For the sake of clarity, when you see a g preceding "sampler" in a sampler name, it represents any of the 3 possible prefixes nothing for float, i for signed integer, and u for unsigned integer. The rest of the sampler's name refers to the texture type that it is a sampler of. The names map as follows:. If a texture has a depth or depth-stencil image format and has the depth comparison activatedit cannot be used with a normal sampler.
Attempting to do so results in undefined behavior. Such textures must be used with a shadow sampler. This type changes the texture lookup functions see belowadding an additional component to the textures' usual texture coordinate vector. This extra value is used to compare against the value sampled from the texture. Because cubemap arrays normally take 4D texture coordinates, the texture lookup function overloads that take a cubemap array take an additional parameter, instead of expanding the vector texture coordinate size.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I've been trying to implement percentage closer filtering for my shadow mapping as described here Nvidia GPU Gems.
I'm currently just using a binary texture sample along with Poisson Sampling but the staircase aliasing is pretty bad. Your title is way off base. The only thing that changed in GLSL 1. The texture coordinates used for the lookup using this overload are: P. Beginning with GLSL 1.
Texture lookup with comparison shadow sampler is not considered fundamentally different enough to require its own specialized texture lookup function. This is all described quite thoroughly on OpenGL's wiki site. Learn more. What to use? Ask Question. Asked 6 years, 3 months ago. Active 6 years, 3 months ago. Viewed 8k times. Apcragg Apcragg 1 1 silver badge 7 7 bronze badges.
Active Oldest Votes. Note that this overload of texture Andon M.