GLSL Smooth border shader - java

I'm looking for a specific shader or an idea for another approach to get the desired result.
A picture shows the desired result (left-side input, right-side output):
I already experimented with modifying a simple vignette shader:
varying vec4 v_color;
varying vec2 v_texCoord0;
uniform vec2 u_resolution;
uniform sampler2D u_sampler2D;
const float outerRadius = .65, innerRadius = .4, intensity = .6;
void main() {
vec4 color = texture2D(u_sampler2D, v_texCoord0) * v_color;
vec2 relativePosition = gl_FragCoord.xy / u_resolution - .5;
float len = length(relativePosition);
float vignette = smoothstep(outerRadius, innerRadius, len);
color.rgb = mix(color.rgb, color.rgb * vignette, intensity);
gl_FragColor = color;
}
I think it's more confusing than helpful when I show you my modified code. I tried to imitate the same concept as of the vignette shader: Used the bounding box of the island, transforming x,y,width,height in screenCoords and get the relative position of fragCoords to island's center (normal vignette would use the screen resolution instead the island 'resolution'). Then I wanted to invert the vignette effect (inside dark, outside fade out)
Unfortunately it doesn't work and I think whole approach should be changed.
Second idea is to place a dark light in all islands on my map. (with Box2DLights)
But this might be a little expensive?
Any other ideas?

Related

libgdx - how to set sprite batch to blend/shade like this?

I currently have a default sprite batch:
batch = new SpriteBatch();
I have read about using shaders to modify how the batch draws each sprite. In my game, I am try to create a 'nighttime' effect - I want every pixel on screen to be black, except for pixels that are already white. For the white pixels, I want a shade of blue. Obviously I am new to libgdx and openGL - can anyone who is familiar with blending or shaders help me out with this? What should I do to my spritebatch to achieve the effect that I am describing?
Effect which you would like to achieve could be done with something like this.
Vertex Shader
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main()
{
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
Fragment shader
precision mediump float;
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform mat4 u_projTrans;
bool equals(float a, float b) {
return abs(a-b) < 0.0001;
}
bool isWhiteShade(vec4 color) {
return equals(color.r, color.g) && equals(color.r, color.b);
}
void main() {
vec4 color = texture2D (u_texture, v_texCoords) * v_color;
if(isWhiteShade(color)) {
color *= vec4(0, 0, 1, 1);
}
else {
color *= vec4(0, 0, 0, 1);
}
gl_FragColor = color;
}
Add them to assets folder and then pass as arguments while creating instance of ShaderProgram and of course don't forget to apply this shader program to your SpriteBatch.
To be honest it has (almost) nothing common with SpriteBatch - all you have to do with it is just apply created shader
batch.setShader(ShaderProgram shader)
The shaders topic is very very wide (and to be honest independent of Libgdx) and there is no simple answer to your question without informations of what it should do. Also - to be honest - try at first to read something about shaders and come back on SO when you will have some troubles with this.
You can start right here:
https://github.com/libgdx/libgdx/wiki/Shaders

OpenGL ES 2.0 Android Clipping Color

i'm using my fragment shader to clip objects in OpenGL ES 2.0. Everything is working well, however the colour of the clipped surface is all black... I can not figure out how to change the colour (well ideally I'd want to make a similar texture to the rest of the object. I have included the code for my fragment shader below.
precision mediump float;
varying vec2 texCoord;
varying vec3 v_Normal;
varying vec3 v_Position;
varying vec4 originalPosition;
uniform sampler2D texSampler2D;
uniform vec3 lightPosition;
uniform vec4 lightColor;
void main()
{
vec3 L = normalize(lightPosition - v_Position);
vec3 N = normalize(v_Normal);
float NdotL = max(dot(N,L),0.0);
if(originalPosition.y >= 2.0){
discard;
}else{
gl_FragColor = NdotL * lightColor * texture2D(texSampler2D, texCoord);
}
}
Using discard in a fragment shader doesn't render anything to the pixel, it just leaves it exactly as it was before, so the black color is probably your clear color or whatever you had rendered previously. If you want to render a particular color to the pixels you are currently discarding, add another uniform to your shader for the clip color, like this:
uniform vec4 clipColor;
Set it in the same way you set the lightColor, then instead of discarding the pixel when clipping, you can set the pixel to the clip color:
if(originalPosition.y >= 2.0) {
gl_FragColor = clipColor;
} else {
gl_FragColor = NdotL * lightColor * texture2D(texSampler2D, texCoord);
}

Using deferred rendering, getting blank output

So I'm working with Java/LibGDX and I'm trying to set up the very basics of deferred rendering, namely rendering the actual game art to one color buffer of an FBO and the corresponding normals to another color buffer of the FBO.
(So essentially, I'm wanting to create this and this by using multiple-render-targets.)
My problem is my end output is blank, as if nothing is being rendered or is being rendered incorrectly.
My shader (vertex and fragment)
I'm sort of sure this works, since if I just render some sprites completely normally with it enabled to the screen (not an FBO), they do render.
#version 150
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
uniform mat4 u_projTrans;
out vec4 v_color;
out vec2 v_texCoords;
void main()
{
v_color = a_color;
v_color.a = v_color.a * (255.0/254.0);
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
#version 150
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
in LOWP vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D u_normal;
out vec4 fragColor;
void main()
{
gl_FragData[0] = v_color * texture(u_texture, v_texCoords);
gl_FragData[1] = texture(u_normal, v_texCoords);
}
The following code is in the render loop.
The basic idea is I'm doing binding the two color buffers of the FBO with glDrawBuffers. I then bind two texture units, game art and normal'd game art. My shader above is supposed to take this and output game art to one color buffer and the corresponding normal art to the other.
// Position the camera.
_cameraRef.position.set(_stage.getWidth() * 0.5f, _stage.getHeight() * 0.5f, 0);
// Update the camera, SpriteBatch, and map renderer.
_cameraRef.update();
_spriteBatch.setProjectionMatrix(_cameraRef.combined);
_mapRenderer.setView(_cameraRef);
// Bind the color texture units of the FBO (multiple-render-targets).
Gdx.gl30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, _gBufferFBOHandle);
IntBuffer intBuffer = BufferUtils.newIntBuffer(2);
intBuffer.put(GL30.GL_COLOR_ATTACHMENT0);
intBuffer.put(GL30.GL_COLOR_ATTACHMENT1);
Gdx.gl30.glDrawBuffers(2, intBuffer);
// Draw!
Gdx.gl30.glClearColor(0, 0, 0, 1);
Gdx.gl30.glClear(GL30.GL_COLOR_BUFFER_BIT);
_spriteBatch.setShader(_shaderGBuffer);
_spriteBatch.begin();
_tilesAtlasNormal.bind(1); // Using multiple texture units to draw art and normals at same time to the two color buffers of the FBO.
_tilesAtlas.bind(0);
_mapRenderer.renderTileLayer(_mapLayerBackground);
_spriteBatch.end();
_spriteBatch.setShader(null);
// Bind the default FBO.
Gdx.gl30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
// Draw the contents of the FBO onto the screen to see what it looks like.
Gdx.gl30.glClearColor(0, 0, 0, 1);
Gdx.gl30.glClear(GL30.GL_COLOR_BUFFER_BIT);
_spriteBatch.begin();
_spriteBatch.draw(_gBufferTexture1, 0.0f, 0.0f); // <-- This texture is blank? It's the texture that was just rendered to above.
_spriteBatch.end();
So like I said, the end output is blank. I'm sure the FBO I create is valid since I check with glCheckFramebufferStatus.
It's just when I take the color texture(s) from that FBO and draw them to the screen, they're blank. I don't know where I'm going wrong.
Appreciate any input.
Last Ive checked the gl30 wasnt really ready for prime time in LibGDX.
That said, Ive achieved exactly what you want, but in gl20. Even if you have other reasons to use gl30, perhaps you will find my implementation useful source, video.
Don't forget to rewind your intbuffer:
IntBuffer intBuffer = BufferUtils.newIntBuffer(2);
intBuffer.put(GL30.GL_COLOR_ATTACHMENT0);
intBuffer.put(GL30.GL_COLOR_ATTACHMENT1);
intBuffer.rewind();

Libgdx distance field font support on iOS

Using distance field fonts like explained in the Libgdx wiki: https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
Gives good results on android. I'm using the example shader provided.
But when I run the same program on iOS the text is filled up with white everywhere (see image below).
Is distance field not supported by iOS or do I need to add/change something else to get it to work?
shader code font.vert:
uniform mat4 u_projTrans;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec4 a_color;
varying vec4 v_color;
varying vec2 v_texCoord;
void main() {
gl_Position = u_projTrans * a_position;
v_texCoord = a_texCoord0;
v_color = a_color;
}
font.frag:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texCoord;
const float smoothing = 1.0/16.0;
void main() {
float distance = texture2D(u_texture, v_texCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
gl_FragColor = vec4(v_color.rgb, alpha);
}
Loading the fonts like this:
BitmapFont bf = new BitmapFont(Gdx.files.internal("fonts/mont-b.fnt"));
bf.getRegion().getTexture().setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear);
and the shader:
fontShader = new ShaderProgram(Gdx.files.internal("shader/font.vert"), Gdx.files.internal("shader/font.frag"));
I think the issue might be that you don't have mip mapping enabled on your font texture, because you simply used the simple BitmapFont constructor with no TextureRegion argument, so it loads the Texture with the assumption of no mip maps.
You must create a Texture that supports mip maps like this, as shown on the libgdx wiki:
Texture texture = new Texture(Gdx.files.internal("yourFont.png"), true); //true to enable mip maps
texture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear);
Then you can load your BitmapFont using the mip map Texture, so the BitmapFont won't create its own Texture with no mip maps:
BitmapFont bf = new BitmapFont(Gdx.files.internal("fonts/mont-b.fnt"), new TextureRegion(texture));
Your code is fine. However, iOS uses pre-multiplied alpha for all images by default. So, the image that you are using is converted to pre-multiplied alpha format and not the same that you supplied.
Not sure where exactly, but you need to disable pre-multiplied alpha for the image and the "boxes" will be gone.
And no, your problem is not related to mipmapping.

GLSL renders textures wrong

I am trying to make a lighting system, the program changes the texture(block) brightness depends on the light it gets, and the program does it for every block(texture) that is visible to the player.
However, the lighting system works perfectly, but when it comes to rendering with shaders everything gets destroyed.
This code is in the render loop -
float light = Lighting.checkLight(mapPosY, mapPosX, this); // Returns the light the current block gets
map[mapPos].light = light; // Applies the light to the block
Shaders.block.setUniformf("lightBlock", light); // Sets the light value to the shader's uniform, to change the brightness of the current block / texture.
batch.draw(map[mapPos].TEXTURE, (mapPosX * Block.WIDTH), (mapPosY * Block.HEIGHT), Block.WIDTH, Block.HEIGHT); // Renders the block / texture to the screen.
The result is pretty random..
As i said the first two lines work perfectly, the problem is probably is in the third line or in the shader itself.
The shader:
Vertex shader -
attribute vec4 a_color;
attribute vec3 a_position;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 vColor;
varying vec2 vTexCoord;
void main() {
vColor = a_color;
vTexCoord = a_texCoord0;
gl_Position = u_projTrans * vec4(a_position, 1.0f);
}
Fragment shader -
varying vec4 vColor;
varying vec2 vTexCoord;
uniform vec2 screenSize;
uniform sampler2D tex;
uniform float lightBlock;
const float outerRadius = .65, innerRadius = .4, intensity = .6;
const float SOFTNESS = 0.6;
void main() {
vec4 texColor = texture2D(tex, vTexCoord) * vColor;
vec2 relativePosition = gl_FragCoord.xy / screenSize - .5;
float len = length(relativePosition);
float vignette = smoothstep(outerRadius, innerRadius, len);
texColor.rgb = mix(texColor.rgb, texColor.rgb * vignette * lightBlock, intensity);
gl_FragColor = texColor;
}
I fixed the problem.. but i dont have any idea why it fixed it.
Thanks to Pedro, i focused more on the render loop instead of the shader itself.
Before the loop i added those 2 lines -
List<Integer> lBlocks = new ArrayList<Integer>();
Shaders.block.setUniformf("lightBlock", 0.3f);
Basically I created an array to store the bright blocks later on.
I set the uniform of the shader to be 0.3f which means pretty dark. the value should be 0-1f.
Now in the render loop, inside the for -
float light = Lighting.checkLight(mapPosY, mapPosX, this);
map[mapPos].light = light;
if( light == 1.0f) {
lBlocks.add(mapPos);
} else {
batch.draw(map[mapPos].TEXTURE, (mapPosX * Block.WIDTH), (mapPosY * Block.HEIGHT), Block.WIDTH, Block.HEIGHT);
}
As you can see, the bright blocks i add to the array and the dark ones i render, i set the uniform to 0.3f before the render loop as you can in the first code sample.
After the render loop i loop again through the bright blocks.. because we didn't render them.
Shaders.block.setUniformf("lightBlock", 1.0f);
for(int i = 0; i < lBlocks.size(); i++) {
batch.draw(map[lBlocks.get(i)].TEXTURE, ((lBlocks.get(i) % width) * Block.WIDTH), ((lBlocks.get(i) / width) * Block.HEIGHT), Block.WIDTH, Block.HEIGHT);
}
Now i rendered the bright blocks and it works.. the result was good.
But I don't have any idea why its like that, its like cutting the render loop to two, one for dark blocks and one for the bright ones.
Thanks :)

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