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To help newly registered users get more familiar with the wiki (and maybe older users too) there is now a {{Welcome to the wiki}} template. Have a look at it and feel free to add it to new users discussion pages (and perhaps your own).

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Difference between revisions of "Shader Coding - Best Practices"

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{{WIP|Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html}}
 
{{WIP|Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html}}
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== Vertex Shaders ==
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{{Note|For testing purposes, you can use a simple pass-through vertex shader:
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<syntaxhighlight lang="glsl">
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#version 120
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void main(void) {
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        gl_Position = ftransform();
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}
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</syntaxhighlight>
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}}
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== Fragment Shaders ==
 
== Fragment Shaders ==

Revision as of 08:08, 22 February 2014

WIP.png Work in progress
This article or section will be worked on in the upcoming hours or days.
Note: Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html
See history for the latest developments.

Vertex Shaders

Note  For testing purposes, you can use a simple pass-through vertex shader:
#version 120
void main(void) {
        gl_Position = ftransform();
}


Fragment Shaders

Note  To check if your shader is working, add this as the last line, it should turn all pixels black:
gl_FragColor = vec4 (0.0,0.0,0.0,1.0);