I'm writing a shader where I must calculate the texture gradient (or mipmap level) manually. I've been testing out the code in AMD's GPU ShaderAnalyser to get a ball park performance as i am not ready to start profiling code yet. I understand that with this in mind it's premature to start speculating about optimizations but I aslo ask because ShaderAnaylzer gives me differing results, i.e. some ca
The OpenGL® ES Shading Language Language Version: 1.00 Document Revision: 17 12 May, 2009 Editor: Robert J. Simpson (Editor, version 1.00, revisions 1-11: John Kessenich) ii Copyright (c) 2006-2009 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, rep
Twitterã®TLã§çŸ¥ã£ãŸã®ã§ã™ãŒï¼ŒWebGLを使ã£ãŸShaderToyã¨ã„ã†WebページãŒã‚るよã†ã§ã™ã. ShaderToy(è¦WebGL対応ブラウザ) http://www.iquilezles.org/apps/shadertoy/ 機能的ã«ã¯ã‚·ãƒ³ãƒ—ルã§ã™ãŒï¼ŒRenderMonkeyã¨ã‹FX Composerã®ã‚ˆã†ãªã‚·ã‚§ãƒ¼ãƒ€ã®ãƒ—レビューãŒãƒ–ラウザã‹ã‚‰å‡ºæ¥ã¾ã™ã. クリックã™ã‚‹ã¨å¤§ããªã‚µã‚¤ã‚ºã«ãªã‚Šã¾ã™ クリックã™ã‚‹ã¨å¤§ããªã‚µã‚¤ã‚ºã«ãªã‚Šã¾ã™ WebGLã«é–¢ã—ã¦ã¯ï¼ŒFireFoxã§å‹•ã‹ã—ã¾ã—ãŸï¼Žä¸‹è¨˜ã‹ã‚‰å¯¾å¿œç‰ˆã‚’入手ã—ã¾ã—ãŸï¼Ž http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/ è¨å®šã¯ä¸‹è¨˜ã®blogã‚’å‚考ã«ã—ã¾ã—ãŸï¼Ž http://d.hatena.ne.jp/nakamura001/20090922
Direct3D ã® HLSL コンパイラ㯠Microsoft ãŒç”¨æ„ã—ã¦ãŠã‚Šã€å…±é€šã®ãƒã‚¤ãƒˆã‚³ãƒ¼ãƒ‰ã‚’ 生æˆã—ã¦ã„ã¾ã™ã€‚ 実行時ã¯ã•ã‚‰ã«ãƒ‰ãƒ©ã‚¤ãƒãŒ GPU 毎ã®ãƒã‚¤ãƒ†ã‚£ãƒ–コードã«æœ€é©åŒ–&変æ›ã‚’è¡Œã£ã¦ã„ã¾ã™ã€‚ 一見二度手間ã§ã™ãŒã€æœ€åˆã®æœ€é©åŒ–ã¯å…±é€šãƒã‚¤ãƒˆã‚³ãƒ¼ãƒ‰ã¸ã®å¤‰æ›æ™‚ã«æ¸ˆã‚“ã§ã„ã¾ã™ã€‚ 時間ã®ã‹ã‹ã‚‹å·¨å¤§ãªã‚·ã‚§ãƒ¼ãƒ€ãƒ¼ã§ã‚‚事å‰ã«å¤‰æ›ã—ã¦ãŠãã“ã¨ãŒå¯èƒ½ã ã—ã€ã‚³ãƒ³ãƒ‘イラ部㮠最é©åŒ–ã®æ©æµã¯ã™ã¹ã¦ã® GPU ã§å—ã‘られã¾ã™ã€‚ ドライãƒã‚‚共通コードã‹ã‚‰ã®å¤‰æ›ã ã‘è¡Œãˆã°ã‚ˆã„ã®ã§ã€äº’æ›æ€§ã‚‚比較的ç¶æŒã—ã‚„ã™ã„ã®ã§ã¯ ãªã„ã‹ã¨è€ƒãˆã‚‰ã‚Œã¾ã™ã€‚ ãã®ä»£ã‚り一度ãƒã‚¤ãƒŠãƒªã«ã—ã¦ã—ã¾ã†ã¨ã€ã‚³ãƒ³ãƒ‘イルã—ãŸæ™‚点ã®ã‚³ãƒ³ãƒ‘イラã®èƒ½åŠ›ã§ã‚る程度 固定ã•ã‚Œã¾ã™ã€‚ã‚ã¨ã‹ã‚‰ã‚³ãƒ³ãƒ‘イラãŒå¼·åŒ–ã•ã‚Œã‚‹å¯èƒ½æ€§ã‚‚ã‚ã‚‹ã—ã€GPU ㌠ShaderModel 5.0 対応ã«ãªã£ã¦ã‚‚ã€3.0 å‘ã‘ã«ã‚³ãƒ³ãƒ‘イルã—ãŸã‚·ã‚§ãƒ¼ãƒ€ãƒ¼ã§èƒ½åŠ›ã‚’出ã—切れるã¨ã¯é™ã‚Šã¾ã›
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In this tutorial, we will see how to implement in GLSL (OpenGL Shading Language) the filters usually used in image processing: blur (Gaussian Filter), de-dusting (Mean Filter), edegs detection (Laplacian Filter), emboss and sharpness. All these filters are found in all image processing softwares (Photoshop, Paintshop Pro...). The convolution is an operation in which the final pixel is the weighted
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