Glsl - fragment shader (blur) & # 8594; black screen

I have been trying to get this to work for the past few days, and I am really starting to despair. I would be very grateful for your suggestions.

What I tried to do:

  • make a scene fbo
  • blur attached texture with glsl shaders
  • visualize the resulting texture on a screen-aligned square

Question:

If I turn on the frame shader (horizontal blur), I get a blurry image displayed on my quadrant for the first frame or so, after which everything is black.

My suspicion is that there is something wrong with how I pass the texture to my shader:

    horizontalBlurVertex.enable();

    horizontalBlurFragment.enable();

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, fboTexture);
    glUniform1i(glGetUniformLocation(horizontalBlurFragment.program, "RTScene"), 0);

EDIT: : glUniform1i (glGetUniformLocation (horizontalBlurFragment.program, "RTScene" ), 0); . , .

:

:

varying vec2 vTexCoord;

void main(void)
{
   gl_FrontColor = gl_Color;
   gl_Position = ftransform();

   vec2 Pos;
   Pos = sign(gl_Vertex.xy);

   gl_Position = vec4(Pos, 0.0, 1.0);

   vTexCoord = Pos * 0.5 + 0.5;
}

:

uniform sampler2D RTScene;
varying vec2 vTexCoord;

const float blurSize = 1.0/800.0;
const float weightSum = 70.0 + 2.0 * (1.0 + 8.0 + 28.0 + 56.0);

void main(void)
{
   vec4 sum = vec4(0.0);

   sum += texture2D(RTScene, vec2(vTexCoord.x - 4.0*blurSize, vTexCoord.y)) * 1.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x - 3.0*blurSize, vTexCoord.y)) * 8.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x - 2.0*blurSize, vTexCoord.y)) * 28.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x - blurSize, vTexCoord.y)) * 56.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x, vTexCoord.y)) * 70.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x + blurSize, vTexCoord.y)) * 56.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x + 2.0*blurSize, vTexCoord.y)) * 28.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x + 3.0*blurSize, vTexCoord.y)) * 8.0 / weightSum;
   sum += texture2D(RTScene, vec2(vTexCoord.x + 4.0*blurSize, vTexCoord.y)) * 1.0 / weightSum;

   gl_FragColor = sum;
}

fbo:

//handels
    GLuint fbo, fboTexture, fboDepthbuffer;

    // generate namespace for the frame buffer, colorbuffer and depthbuffer
    glGenFramebuffersEXT(1, &fbo);
    glGenTextures(1, &fboTexture);
    glGenRenderbuffersEXT(1, &fboDepthbuffer);

    //switch to our fbo so we can bind stuff to it
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);

    //create the colorbuffer texture and attach it to the frame buffer
    glGenTextures(1, &fboTexture);
    glBindTexture(GL_TEXTURE_2D, fboTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fboTexture, 0);

    // create a render buffer as our depthbuffer and attach it
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthbuffer);
    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fboDepthbuffer);

    // Go back to regular frame buffer rendering
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

    glBindTexture(GL_TEXTURE_2D, 0);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
        glPushAttrib(GL_VIEWPORT_BIT);
            glViewport(0, 0, width, height);
            glPushMatrix();
                glBegin(GL_QUADS);
                    glNormal3f(0.0, 0.0, 1.0);

                    glColor3f(1.0f, 1.0f, 0.0f);
                    glVertex3f(-0.1, 0.1, -1.0);

                    glColor3f(1.0f, 0.0f, 0.0f);
                    glVertex3f(0.1, 0.1, -1.0);

                    glColor3f(0.0f, 1.0f, 0.0f);
                    glVertex3f(0.1, -0.1, -1.0);

                    glColor3f(0.0f, 0.0f, 1.0f);
                    glVertex3f(-0.1, -0.1, -1.0);
                glEnd();
            glPopMatrix();
        glPopAttrib();
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

( ShaderLoader , ( ) )

, - , .

+5
1

!

, fbo ... .

+1
source

All Articles