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0 votes
1 answer
319 views

How can I use texelFetch() to get elements in a sampler1D texture?

I stored a 1D Gaussian filter in a sampler1D texture and send it to a fragment shader. When doing the vertical and horizontal blur, I use texelFetch() to get the weights in samlper1D map but didn't ...
Yifan Lu's user avatar
1 vote
1 answer
705 views

How to add alpha value in blur shader

In the following blur shader currently the output image has alpha value of 1.0 , but i want the alpha to be dependent on the blur of the image. The shader code has been taken from the following ...
Summit's user avatar
  • 2,210
0 votes
1 answer
269 views

Unexpected result (first pass disappeared) when doing two-pass Gaussian blur in OpenGL(C++)

I'm trying to implement a background-blur effect with OpenGL. Here is my thought: drawing all background element to colorFBO draw colorFBO into pingpongFBO[0] and pingpongFBO1 use pingpongFBO[0] as ...
xVanTuring's user avatar
2 votes
2 answers
2k views

Blur kernel separation for two pass rendering

It is necessary for me to calculate the kernel for two-pass blur. Suppose there is a blur kernel 5x5, which is generated as follows: public static float[][] getKernelf(int size, float sigma) { ...
congard's user avatar
  • 988
1 vote
1 answer
2k views

GLSL - Gaussian Blur Artifact Issue

First of all, due to requirements constraints, I am working in OpenGL v. 2.1, and GLSL 120. I have implemented a simple fragment shader that applies a two pass (horizontal & vertical) Gaussian ...
JDBones's user avatar
  • 495
1 vote
1 answer
595 views

Gaussian Blur never works correctly

For some reason every time that I do blur it turns out like this, and I really confused as to why that is. For bloom as well, the blurring was all pixelated and still is as every time I do blur this ...
Charl1e's user avatar
  • 97
1 vote
0 answers
382 views

Gaussian blur on a single object

I have implemented a simple gaussian blur and combined it with deferred shading, and it works. When I'm trying to add another object to the scene the object is also affected by the blur, which is not ...
Riggs's user avatar
  • 119