webGL gl_Position value saving outside shaders

webGL gl_Position value saving outside shaders

By : user3099469
Date : January 11 2021, 03:32 PM
seems to work fine Saving gl_Position itself is not possible AFAICT.
Saving "a particular" value doesn't sound possible either.
code :
attribute vec4 position;    // your data
attribute float a_count;    // count 0, 1, 2, 3
uniform vec2 u_resolution;  // resolution of output texture

// vertex shader
varying vec4 v_position;

void main() {
  v_position =
      vec4(a.x * (0.5 - b.x) * v -
               a.y * b.y * u - offset * offsetMul * u,
           0, 0) +
      transform * vec4(position, 0, 1);
  vec2 pixelCoord = vec2(
      mod(a_count, resolution.x);
      floor(a_count / resolution.x));
  vec2 clipSpaceCoord = (pixelCoord + 0.5) / resolution * 2.0 - 1.0;

  gl_Position = vec4(clipSpaceCoord, 0, 1);

// fragment shdaer
precision highp float
varying vec4 v_position;
void main() {
  gl_FragColor = v_position;

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Shaders in WebGL vs openGL?

Shaders in WebGL vs openGL?

By : MetBoston
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further WebGL shaders follow the GLSL ES 1.017 spec
code :
vec4 v = vec4(1.0, 2.0, 3.0, 4.0);
float red = v.r;  // OR
float red = v.x;  // same thing OR
float red = v.s;  // same thing OR
float red = v[0]; // same thing
vec4 color = v.bgra;   // swap red and blue
vec4 bw    = v.ggga;   // make a monotone color just green & keep alpha
vec2 just_xy = v.xy;
WebGL / Three.js shaders what does .r and .g mean?

WebGL / Three.js shaders what does .r and .g mean?

By : ostrich
Date : March 29 2020, 07:55 AM
I wish this helpful for you This are so-called swizzle operators and return the corresponding component of a vector, where r corresponds to x and so on.
Saving/Loading compiled webgl shaders

Saving/Loading compiled webgl shaders

By : Joe MArk Acojido
Date : March 29 2020, 07:55 AM
will help you There really is no way, and imho thats a good thing. It would pose a security issue(feeding arbitrary bytecode to the GPU) in addition to that when drivers are updated the precompiled shaders are potentially missing new optimizations or just break.
How to cut an object using WebGL shaders?

How to cut an object using WebGL shaders?

By : Ievgen Victorovich C
Date : March 29 2020, 07:55 AM
will help you First, make sure that the vertex shader passes through to the fragment shader the position in world space (or rather, whichever coordinate space you wish the clipping to be fixed relative to). Example (written from memory, not tested):
How to console.log in webgl shaders?

How to console.log in webgl shaders?

By : joe_linux
Date : March 29 2020, 07:55 AM
will help you I'm trying to understand how to simulate console.log in webgl shaders which are written in GLSL. It's easy to get error messages but I can't get how to print custom messages. , After compiling shader you can do something like:
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