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xford450
12-08-2010, 09:39 AM
Hello, on mine GeForce 460 GTX some effects in 3D the appendices, working on shaders GLSL incorrectly work. Shaders written in other languages like work correctly if to look on games. While I have noticed problems with effect DOF and SSAO, on old GeForce 8500 GTS all works normally. Probably problem with compiler GLSL how you think what to do?

ZbuffeR
12-08-2010, 09:43 AM
some effects in 3D the appendices, working on shaders GLSL incorrectly work
Sorry but I do not understand.
- is that a game you purchased, or a tool, or a program you build yourself ? What is its name, URL ?
- what is your operating system and video driver version ?

xford450
12-08-2010, 09:46 AM
Has edited the first post.
Problem in the program written by me and in not to my demonstration program same. The driver last from a site nvidia.com(260.99). System - Windows XP SP3

ZbuffeR
12-08-2010, 09:53 AM
It might be a driver bug.
Or the older card+driver accepted a wrong GLSL shader.
It may be due to your code and the sampling you do in GLSL.
What version of OpenGL do you have ?
Core or Compatibility mode ?
What version of GLSL do you specify with #version ?
Try to reduce you code to a small sample showing the problem.

By curiosity, which country are you from ? Your english is hard to understand for me.

xford450
12-09-2010, 03:10 AM
I from russia) I write in English badly.
Version OpenGL - 4.1.0
Version GLSL - 4.1.0
Problem of effect DOF that all screen instead of certain area is blured away
shader:
#version 120
uniform sampler2D FullSampler;
uniform sampler2D Blur;
uniform sampler2DShadow DepthSampler;
uniform vec2 clipPlanes;
uniform float range;
uniform float focus;

void main(void)
{
float depth = shadow2D(DepthSampler, gl_TexCoord[0].xyz).r;
float z_c1 = clipPlanes.y*clipPlanes.x/(clipPlanes.y-clipPlanes.x);
float z_c2=(clipPlanes.y+clipPlanes.x)/(2.0*(clipPlanes.y-clipPlanes.x));
depth = z_c1/(-z_c2-0.5+depth);
vec4 sharp = texture2D(FullSampler, gl_TexCoord[0].xy);
vec4 blur = texture2D(Blur, gl_TexCoord[0].xy);
gl_FragColor = mix(sharp, blur, clamp(range * abs(focus + depth), 0.0, 1.0));
}