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Thread: Blur shader crash

  1. #1
    Junior Member Newbie
    Join Date
    Dec 2017

    Blur shader crash

    So i'm trying to set up a sample-dynamic blur shader which takes externally generated gaussian kernals and uses them to apply a vertical blur (1st out of a 2-pass system). But whenever it draws it crashes.

    The idea is it takes a pre-generated array of kernels, then in accordance with a given diameter iterates across image adding the pixels by a multiple of the appropriate kernel. (ala. normal gaussian blur shader stuff)

    The environment is openGL ES 2.0 i believe.

    The Code (it does compile):
    Code :
    varying vec2 v_texcoord;
    varying vec4 v_colour;
    uniform vec2 resolution;
    uniform int blur_diameter;
    uniform float kernels[63];
    void main()
    	float blurSize = 1.0/resolution.y;
    	vec4 sum = vec4(0.0);
    	float yStart = v_texcoord.y - floor(float(blur_diameter)/2.0)*blurSize;
    	for(int i = 0; i < blur_diameter; i++)
    		sum += texture2D(gm_BaseTexture, vec2(v_texcoord.x, yStart + float(i)*blurSize)) * kernels[i];
    	sum = smoothstep(0.0,1.0,sum);
    	gl_FragColor = v_colour * vec4(sum.rgb,1.0);

    for context, i've tested this a bunch and this is the data for a particular instance:
    blur_diameter = 5
    kernels = {0.192077, 0.203914, 0.2080190.203914, 0.192077}
    resolution = vec2(966, 536)

    any help would be much appreciated, i'm attempting to use basic uniform arrays since its just a 1D of numbers, it should never be higher than 63 and im too lazy to set up sample/vao buffers. If this method just isnt compatible or is too crap let me know and ill look into those.

    Edit: I wont bump this since it is still on the front page and near the top, but some help would very much be appreciated.
    Last edited by Kealor1458; 05-14-2018 at 11:23 AM.

  2. #2
    Junior Member Newbie
    Join Date
    Dec 2017
    This is solved god damn it.

    I was passing blur_diameter as a float instead of an int.

    delete this, report me and end my life pls.

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