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A Logical Operation is a Per-Sample Processing operation applied between the Fragment 's color values and color values in the Framebuffer being rendered to that correspond to that particular fragment color. Logical operations are boolean operations performed on the bit pattern that represents the colors. Whenever logical operations are enabled, all Blending operations are disabled. Because logical operations are bitwise boolean operations, there are some times when such operations are not appropriate.

These are defined by attributes of the image attached to the framebuffer that corresponds to that fragment color. When logical operations are enabled, logical operations will only take place for a specific color buffer if all of the following are true:.

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If either of these conditions fail, then that particular color buffer will not have logical operations performed on it. Other buffers in the rendering operation may still pass these tests, and they will have logical operations performed on them.

glsl boolean

There are a number of different logical operations available. Note that, unlike BlendingOpenGL logical operations cannot perform separate operations for different fragment colors. All fragment colors except for those which can't use logic ops, as above will use the same operation.

The available logic ops, and their result, is listed in the following table. Logic ops are performed individually per-component. The component value for the fragment color is called S ; the component value from the framebuffer image is called D.

From OpenGL Wiki. Jump to: navigationsearch. OpenGL Rendering Pipeline. Rendering Pipeline Overview. Category : Sample Writing. Navigation menu Personal tools Create account Log in. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 6 Mayat GLSL is designed for efficient vector and matrix processing. Therefore almost all of its operators are overloaded to perform standard vector and matrix operations as defined in linear algebra.

In cases where an operation is not defined in linear algebra, the operation is typically done component-wisewhere the operation is performed on each individual element of the vector or matrix. Almost all math operators work on both float and int data types, but not in the same expression. GLSL does not perform any automatic casting of data types. Therefore, make sure all of the operands in an expression are of the same data type. Here are some examples of invalid mixed mode expressions:. Vector algebra operations require that the operands be of the same size.

The result of a vector operation is always the same size as the original operands except in the cases where a scalar and a vector are used. GLSL only supports square matrices, so the size of two matrices must be equal to multiply them together.

A vector is treated as either a row or column vector whenever it is multiplied by a matrix, whichever makes the operation correct. You do not have to transpose a vector as you would in normal matrix algebra. The GLSL compiler optimizes your code for execution.

A series of well documented equations is preferable over a single, hard to understand, equation. The table below lists the GLSL operators in precedence order and shows the type of overloaded operations they can perform. The examples use the following variables. Notice that the precedence values in the left column of the above table are not sequential.

This is because the designers of GLSL have reserved some operators for future versions. The reserved operators are:. Learn WebGL. Table of Contents Book Index.

glsl boolean

The 3 is an integer. Make it 3. You can't assign a float to an integer. You can't add floats and integers.It also defines the means by which users can define types. Basic types in GLSL are the most fundamental types. Non-basic types are aggregates of these fundamental types.

Each of the scalar types, including booleans, have 2, 3, and 4-component vector equivalents. The n digit below can be 2, 3, or Vector values can have the same math operators applied to them that scalar values do. These all perform the component-wise operations on each component.

However, in order for these operators to work on vectors, the two vectors must have the same number of components. This is called swizzling. You can use x, y, z, or w, referring to the first, second, third, and fourth components, respectively. You can use any combination of up to 4 of the letters to create a vector of the same basic type of that length. So otherVec. Any combination of up to 4 letters is acceptable, so long as the source vector actually has those components.

Attempting to access the 'w' component of a vec3 for example is a compile-time error. However, when you use a swizzle as a way of setting component values, you cannot use the same swizzle component twice. So someVec. Additionally, there are 3 sets of swizzle masks. You can use xyzwrgba for colorsor stpq for texture coordinates.

These three sets have no actual difference; they're just syntactic sugar. You cannot combine names from different sets in a single swizzle operation. In OpenGL 4. They obviously only have one source component, but it is legal to do this:. In addition to vectors, there are also matrix types. All matrix types are floating-point, either single-precision or double-precision.No matter what your target GL version is, it is best to put the version number at the top of each shader vertex shader, geometry shader, fragment shader and any other shader stage.

It would look like this. It makes things clearer. People will understand what version of GLSL you are aiming for and so they don't have to guess it by looking at the rest of the code. Also, the driver might be more strict in terms of the syntax if it sees that. For GL 2. In this case, the fixed pipeline would take care of the fragment processing. You could also have a fragment shader with no vertex shader. It is good practice to get into the habit of thinking of the GPU as a programmable device.

In core contexts of 3. In core contexts version 3. You might be tempted to write some part of your code in the fragment stage. Is it possible to move that piece of code to the vertex stage and send the result to the fragment stage as a varying? Try to not overburden the fragment processors of your GPU. Consider: you might have on the order of 10, vertices in your scene, while your display might easily be showing around 1, pixels.

The vertex shader gets called for every vertex, while the fragment shader gets called for every fragment i. Boolean uniforms and for loops all over the place. Consider writing separate shaders for different cases. Consider writing a tool that auto-generates some of your shaders.

Logical Operation

From OpenGL Wiki. Jump to: navigationsearch. Here are a few quick recommendations for your GLSL code. Navigation menu Personal tools Create account Log in. Namespaces Page Discussion. Views Read View source View history.

This page was last edited on 2 Januaryat For more information please visit: www. The data type void is used when the parameter list of a function is empty and when a function does not return a value. Side note: Implicit type conversions are not supported. Type conversions can be done using constructors as shown in the second and third example. The data type bvec2 is used for boolean vectors with two components. There are several ways to initialize a vector:.

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Side note: The vector constructors can be used to cast between different vector types since type conversions are done automatically for each component. The data type bvec3 is used for boolean vectors with three components. The data type bvec4 is used for boolean vectors with four components.

The data type ivec2 is used for integer vectors with two components. The data type ivec3 is used for integer vectors with three components. The data type ivec4 is used for integer vectors with four components. The data type vec2 is used for floating point vectors with two components. The data type vec3 is used for floating point vectors with three components.

The data type vec4 is used for floating point vectors with four components. The data type mat2 is used for floating point matrices with two times two components in column major order. There are several ways to initialize a matrix:. The data type mat3 is used for floating point matrices with three times three components in column major order.

The data type mat4 is used for floating point matrices with four times four components in column major order. The data type sampler2D is used to provide access to a 2D texture. It can only be declared as a uniform variable since it is a reference to data that has been loaded to a texture unit.

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Side note: On iOS devices this data type can only be used in the fragment shader since they don't have texture image units that can be accessed by the vertex shader. The data type samplerCube is used to provide access to a cubemap texture. The data type struct is used to declare custom data structures based on standard types.

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A constructor for the structure with the same name is created automatically. The declaration of a variable in this case "newMaterial" is optional. Side note: There has to be an exact correspondence of the arguments of the constructor and the elements of the structure. The data type array is used to declare custom arrays based on standard types.

The following restrictions apply for arrays:. Side note: On iOS devices the elements of an array can not be accessed using a variable index, i.

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There are several ways to initialize a vector: Components are specified by providing a scalar value for each component first example. Components are specified by providing one scalar value. This value is used for all components the second example is equivalent to the first.These built-in variables or built-in variables have special properties.

They are usually for communicating with certain fixed-functionality.

Uniform (GLSL)

Vertex Shaders have the following built-in input variables. Vertex Shaders have the following predefined outputs. The block is defined without an instance name, so that prefixing the names is not required. The text below explains how the Vertex Post-Processing system uses the variables. These variables may not be redeclared with interpolation qualifiers. Tessellation Control Shaders provide the following built-in input variables:.

The TCS also takes the built-in variables output by the vertex shader :. These variables have only the meaning the vertex shader that passed them gave them. Tessellation Control Shaders have the following built-in patch output variables:.

GLSL Vertex shaders in TouchDesigner. Part 1/2

These define the outer and inner tessellation levels used by the tessellation primitive generator. They define how much tessellation to apply to the patch. Their exact meaning depends on the type of patch and other settings defined in the Tessellation Evaluation Shader.

As with any other patch variable, multiple TCS invocations for the same patch can write to the same tessellation level variable, so long as they are all computing and writing the exact same value. The use of any of these in a TCS is completely optional. Indeed, their semantics will generally be of no practical value to the TCS. They have the same general meaning as for vertex shadersbut since a TCS must always be followed by an evaluation shader, the TCS never has to write to any of them.

Tessellation Evaluation Shaders have the following built-in inputs.

glsl boolean

Only the outer and inner levels actually used by the abstract patch are valid. Tessellation Evaluation Shaders have the following built-in outputs.A uniform is a global Shader variable declared with the "uniform" storage qualifier.

These act as parameters that the user of a shader program can pass to that program. Their values are stored in a program object. Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call. This makes them unlike shader stage inputs and outputs, which are often different for each invocation of a shader stage.

Uniforms can be of any type, or any aggregation of types. The following are all legal GLSL code:. Uniforms are implicitly constant, within the shader though they are not Constant Expressions. Attempting to change them with shader code will result in a compiler error. Similarly, you cannot pass a uniform as an out or inout parameter to a function. Uniforms are intended to be set by the user from OpenGL, rather than within the shader. However, you can initialize them to a default value using standard GLSL initalizer syntax :.

Uniforms defined outside of Interface Blocks have a location. This location can be directly assigned in the shader, using this syntax:. It is illegal to assign the same uniform location to two uniforms in the same shader or the same program. Even if those two uniforms have the same name and type, and are defined in different shader stages, it is not legal to explicitly assign them the same uniform location; a linker error will occur.

Arrays and structs will be assigned sequentially increasing locations, starting with the given location. Given this:.

This will apply for nested types. Consider the following:. As such, you can upload an array of vec4 s to this array with glUniform4fv 2, 3,