Python OpenGL.GL.GL_FRAGMENT_SHADER Examples
The following are 6
code examples of OpenGL.GL.GL_FRAGMENT_SHADER().
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Example #1
Source File: glow.py From semantic-kitti-api with MIT License | 6 votes |
def link(self): if gl.GL_VERTEX_SHADER not in self.shaders_ or gl.GL_FRAGMENT_SHADER not in self.shaders_: raise RuntimeError("program needs at least vertex and fragment shader") for shader in self.shaders_.values(): gl.glAttachShader(self.id_, shader.id) for line in shader.code.split("\n"): match = re.search(r"uniform\s+(\S+)\s+(\S+)\s*;", line) if match: self.uniform_types_[match.group(2)] = match.group(1) gl.glLinkProgram(self.id_) isLinked = bool(gl.glGetProgramiv(self.id_, gl.GL_LINK_STATUS)) if not isLinked: msg = gl.glGetProgramInfoLog(self.id_) raise RuntimeError(str(msg.decode("utf-8"))) # after linking we don't need the source code anymore. self.shaders_ = {} self.is_linked = True
Example #2
Source File: fullscreen_quad.py From dm_control with Apache License 2.0 | 6 votes |
def _init_shaders(self): """Initializes the shaders used to render the textures fullscreen quad.""" vs = shaders.compileShader(_VERTEX_SHADER, GL.GL_VERTEX_SHADER) fs = shaders.compileShader(_FRAGMENT_SHADER, GL.GL_FRAGMENT_SHADER) self._shader = shaders.compileProgram(vs, fs) stride = _FLOATS_PER_VERTEX * _SIZE_OF_FLOAT var_position = GL.glGetAttribLocation(self._shader, _VAR_POSITION) GL.glVertexAttribPointer( var_position, 2, GL.GL_FLOAT, GL.GL_FALSE, stride, None) GL.glEnableVertexAttribArray(var_position) var_uv = GL.glGetAttribLocation(self._shader, _VAR_UV) uv_offset = ctypes.c_void_p(_FLOATS_PER_XY * _SIZE_OF_FLOAT) GL.glVertexAttribPointer( var_uv, 2, GL.GL_FLOAT, GL.GL_FALSE, stride, uv_offset) GL.glEnableVertexAttribArray(var_uv) self._var_texture_sampler = GL.glGetUniformLocation( self._shader, _VAR_TEXTURE_SAMPLER)
Example #3
Source File: shaderprogram.py From renpy-shader with MIT License | 5 votes |
def __init__(self, vsCode, psCode): self.handle = gl.glCreateProgram() self.linked = False self.createShader(vsCode, gl.GL_VERTEX_SHADER) self.createShader(psCode, gl.GL_FRAGMENT_SHADER) self.link() if not self.linked: raise RuntimeError("Shader not linked")
Example #4
Source File: glhelpers.py From bluesky with GNU General Public License v3.0 | 5 votes |
def __init__(self, vertex_shader, fragment_shader, geom_shader=None): self.shaders = [] self.compile_shader(vertex_shader, gl.GL_VERTEX_SHADER) self.compile_shader(fragment_shader, gl.GL_FRAGMENT_SHADER) if geom_shader is not None: self.compile_shader(geom_shader, gl.GL_GEOMETRY_SHADER) self.link()
Example #5
Source File: glhelpers.py From bluesky with GNU General Public License v3.0 | 5 votes |
def __init__(self, vertex_shader, fragment_shader, geom_shader=None): self.shaders = [] self.compile_shader(vertex_shader, gl.GL_VERTEX_SHADER) self.compile_shader(fragment_shader, gl.GL_FRAGMENT_SHADER) if geom_shader is not None: self.compile_shader(geom_shader, gl.GL_GEOMETRY_SHADER) self.link()
Example #6
Source File: tracked_devices_actor.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def init_gl(self): vertex_shader = compileShader( shader_string(""" layout(location = 0) in vec3 in_Position; layout(location = 1) in vec3 in_Normal; layout(location = 2) in vec2 in_TexCoord; layout(location = 0) uniform mat4 projection = mat4(1); layout(location = 4) uniform mat4 model_view = mat4(1); layout(location = 8) uniform mat4 normal_matrix = mat4(1); out vec3 color; out vec2 fragTexCoord; void main() { gl_Position = projection * model_view * vec4(in_Position, 1.0); vec3 normal = normalize((normal_matrix * vec4(in_Normal, 0)).xyz); color = (normal + vec3(1,1,1)) * 0.5; // color by normal fragTexCoord = in_TexCoord; // color = vec3(in_TexCoord, 0.5); // color by texture coordinate } """), GL.GL_VERTEX_SHADER) fragment_shader = compileShader( shader_string(""" uniform sampler2D diffuse; in vec3 color; in vec2 fragTexCoord; out vec4 fragColor; void main() { // fragColor = vec4(color, 1.0); fragColor = texture(diffuse, fragTexCoord); } """), GL.GL_FRAGMENT_SHADER) self.shader = compileProgram(vertex_shader, fragment_shader) self._check_devices() GL.glEnable(GL.GL_DEPTH_TEST)