Applying a blur shader to sf::RectangleShape - glsl

I have an object that is a 2d array of sf::RectangleShapes (for a tile-based game). It's supposed to look like a cloud, so I want to add some blur to it. Here is what it looks like now:
And I want it to look like this:
Instinctively, it seems to achieve this blur effect on the low level, I would have to draw the cloud object to a buffer, and then apply the blur object to the buffer. But I'm not sure if SFML is doing this already.
In my main loop, I have this:
for( CloudIterator it = clouds.begin(); it != clouds.end(); it++ ) {
window.draw(**it);
}
Which I hope to replace with:
for( CloudIterator it = clouds.begin(); it != clouds.end(); it++ ) {
window.draw(**it, &blurShader);
}
Where blurShader is loaded from the following GLSL file:
uniform sampler2D texture;
uniform float blur_radius;
void main()
{
vec2 offx = vec2(blur_radius, 0.0);
vec2 offy = vec2(0.0, blur_radius);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
gl_FragColor = gl_Color * (pixel / 16.0);
}
However, the result is clouds that are completely black. Is the texture referred to in the GLSL file something I have to load?
My draw code for these cloud objects looks like this, overloaded from sf::Drawable :
void Cloud::draw(sf::RenderTarget& target, sf::RenderStates states) const {
states.transform *= getTransform();
...loop to draw various sf::RectangleShape's in the Cloud...
}
So, I may be a little naive that window.draw(**it, &blurShader) would just work. Should I be fetching and applying the shader in the Cloud::draw function?

However, the result is clouds that are completely black. Is the texture referred to in the GLSL file something I have to load?
I'm pretty sure you'll have to set the texture yourself. If you look at the shader example, when each shader is loaded the author binds the current texture as the texture parameter. You'll probably have to do the same thing.
m_shader.setParameter("texture", sf::Shader::CurrentTexture);
If sf::Shader::CurrentTexture refers to a different texture, then you'll have to explicitly obtain the correct texture. If your sf::RectangleShapes don't have a texture, then of course you can't blur something that isn't there.
In the case where your shapes do not have a texture of their own, you may be able to achieve the desired effect by rendering the shapes to an sf::RenderTexture, and then rendering an sf::Sprite using the sf::RenderTexture and applying the shader to that draw call.

Related

OpenGL multipass shadow maps on Qt are not rendered

I'm trying to render dynamic shadows casted from the point light on some cubes. However, like there are no shadows at all on the cubes, particularly on the silver cube:
In my program I use Qt OpenGL API together with the native OpenGL one. I do two passes: 1. create a depth texture (glGenTextures()), create a framebuffer (glGenFramebuffers()) and attach the texture to that (glFramebufferTexture()). Then render all cubes to that framebuffer. 2. Render as usually all scene to the screen with using that texture in the shaders. I use QOpenGLShaderProgram class for creating shader programs.
How I calculate the shadows in the fragment shader:
float isFragInShadow(vec3 fragPos)
{
vec3 relFragPos = fragPos - lightPos;
float closestDepth = texture(depth_map, relFragPos).r;
closestDepth *= far_plane;
float currentDepth = length(relFragPos);
float bias = max(0.05 * (1.0 - dot(normalize(-relFragPos), Normal)), 0.005);
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
return shadow;
}
...
float isShadow = isFragInShadow(FragPos);
vec3 resColor = ambient * obj_material.ambient + (1.0 - isShadow) * (diffuse * obj_material.diffuse + specular * obj_material.specular);
I also tried to render to the screen the depth texture and the result is following:
https://i.stack.imgur.com/qM9a1.png
How I render:
vec3 lightToFrag = FragPos - lightPos;
float closestDepth = texture(depth_map, lightToFrag).r;
Color = vec4(vec3(closestDepth), 1.0);
Why can I not see shadows in the scene?

Fast Gaussian blur at pause [closed]

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In cocos2d-x I need to implement fast gaussian blur and here is how it should looks like( I just found some game on the App Store with already done such blur, in unity):
So, it's nice fadeIn-fadeOut blur when user pauses the game.
GPUImage already has a fast blur I need, but I can't find solution for cocos2d-x.
v1 code when it was (GPUImage v1) Objective
C
v2 code when is now
Swift(GPUImage v2) Swift
GPUImage-x C++ version
Here is result of live camera view using GPUImage2 - tested on iPod Touch 5G, and it works fast on this slow and old device.
Blur in GPUImage works very fast even on very slow devices like iPod Touch 5G.
Looking for solution with super fast Gaussian blur for cocos2d-x.
After studying "Post-Processing Effects in Cocos2d-X" and "RENDERTEXTURE + BLUR", I came along to the following solution.
The common way to achieve post processing effects in Cocos2s-X is to implement layers. The scene is one layer, and a post process is another layer, which uses the scene layer as an input. With this technique, the post process can manipulate the rendered scene.
The blur algorithm is implemented in a shader. A common way to apply a blur effect on a scene is to blur first along he X-axis of the viewport and in an second pass along the Y-axis of the viewport (see ShaderLesson5). This is an acceptable approximations, which gives a massive gain of performance.
This means, that we need 2 post process layers in Cocos2s-X. So wee need 3 layers, one for the scene and 2 for the post processes:
// scene (game) layer
m_gameLayer = Layer::create();
this->addChild(m_gameLayer, 0);
// blur X layer
m_blurX_PostProcessLayer = PostProcess::create("shader/blur.vert", "shader/blur.frag");
m_blurX_PostProcessLayer->setAnchorPoint(Point::ZERO);
m_blurX_PostProcessLayer->setPosition(Point::ZERO);
this->addChild(m_blurX_PostProcessLayer, 1);
// blur y layer
m_blurY_PostProcessLayer = PostProcess::create("shader/blur.vert", "shader/blur.frag");
m_blurY_PostProcessLayer->setAnchorPoint(Point::ZERO);
m_blurY_PostProcessLayer->setPosition(Point::ZERO);
this->addChild(m_blurY_PostProcessLayer, 2);
Note, the sprites and resources of the scene have to be added to m_gameLayer.
In the updated methode, the post processes have to be apllied to the scene (I'll describe the setup of the uniforms later):
// blur in X direction
cocos2d::GLProgramState &blurXstate = m_blurX_PostProcessLayer->ProgramState();
blurXstate.setUniformVec2( "u_blurOffset", Vec2( 1.0f/visibleSize.width, 0.0 ) );
blurXstate.setUniformFloat( "u_blurStrength", (float)blurStrength );
m_blurX_PostProcessLayer->draw(m_gameLayer);
// blur in Y direction
cocos2d::GLProgramState &blurYstate = m_blurY_PostProcessLayer->ProgramState();
blurYstate.setUniformVec2( "u_blurOffset", Vec2( 0.0, 1.0f/visibleSize.height ) );
blurYstate.setUniformFloat( "u_blurStrength", (float)blurStrength );
m_blurY_PostProcessLayer->draw(m_blurX_PostProcessLayer);
For the management of the post process I implemented a class PostProcess, where I tried to keep things as simple as possible:
PostProcess.hpp
#include <string>
#include "cocos2d.h"
class PostProcess : public cocos2d::Layer
{
private:
PostProcess(void) {}
virtual ~PostProcess() {}
public:
static PostProcess* create(const std::string& vertexShaderFile, const std::string& fragmentShaderFile);
virtual bool init(const std::string& vertexShaderFile, const std::string& fragmentShaderFile);
void draw(cocos2d::Layer* layer);
cocos2d::GLProgram & Program( void ) { return *_program; }
cocos2d::GLProgramState & ProgramState( void ) { return *_progState; }
private:
cocos2d::GLProgram *_program;
cocos2d::GLProgramState *_progState;
cocos2d::RenderTexture *_renderTexture;
cocos2d::Sprite *_sprite;
};
PostProcess.cpp
#include "PostProcess.hpp"
using namespace cocos2d;
bool PostProcess::init(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
{
if (!Layer::init()) {
return false;
}
_program = GLProgram::createWithFilenames(vertexShaderFile, fragmentShaderFile);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_POSITION);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_COLOR);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD1, GLProgram::VERTEX_ATTRIB_TEX_COORD1);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD2, GLProgram::VERTEX_ATTRIB_TEX_COORD2);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD3, GLProgram::VERTEX_ATTRIB_TEX_COORD3);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_NORMAL, GLProgram::VERTEX_ATTRIB_NORMAL);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_BLEND_WEIGHT, GLProgram::VERTEX_ATTRIB_BLEND_WEIGHT);
_program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_BLEND_INDEX, GLProgram::VERTEX_ATTRIB_BLEND_INDEX);
_program->link();
_progState = GLProgramState::getOrCreateWithGLProgram(_program);
_program->updateUniforms();
auto visibleSize = Director::getInstance()->getVisibleSize();
_renderTexture = RenderTexture::create(visibleSize.width, visibleSize.height);
_renderTexture->retain();
_sprite = Sprite::createWithTexture(_renderTexture->getSprite()->getTexture());
_sprite->setTextureRect(Rect(0, 0, _sprite->getTexture()->getContentSize().width,
_sprite->getTexture()->getContentSize().height));
_sprite->setAnchorPoint(Point::ZERO);
_sprite->setPosition(Point::ZERO);
_sprite->setFlippedY(true);
_sprite->setGLProgram(_program);
_sprite->setGLProgramState(_progState);
this->addChild(_sprite);
return true;
}
void PostProcess::draw(cocos2d::Layer* layer)
{
_renderTexture->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f);
layer->visit();
_renderTexture->end();
}
PostProcess* PostProcess::create(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
{
auto p = new (std::nothrow) PostProcess();
if (p && p->init(vertexShaderFile, fragmentShaderFile)) {
p->autorelease();
return p;
}
delete p;
return nullptr;
}
The shader needs a unifor which contains the offset for the blur algorithm (u_blurOffset). This is the distance between 2 pixels along the X-axis for the first blur pass and the distance between 2 texels along the Y-axis for the second blur pass.
The strength of the blur effect is setup by the uniform variable (u_blurStrength). Where 0.0 means that blurring is off and 1.0 means maximum blurring. The maximum blur effect is defined by the value of MAX_BLUR_WIDHT, which defines the range of the texels wich are looked on in each direction. So this is more or less the blur radius. If you increase the value, the blur effect will increase, at the disadvantage of a loss of performance. If you decrease the value the blur effect will decrease, but you will winn performance. The relation between performance and the value of MAX_BLUR_WIDHT is thankfully linear (and not quadratic), because of the approximated 2 pass implementation.
I decided to avoid pre calculating gauss weights and passing them to the shader (the gauss weights would depend on MAX_BLUR_WIDHT and u_blurStrength). Instead I used a smooth Hermite interpolation similar to the GLSL function smoothstep:
blur.vert
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
gl_Position = CC_MVPMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
blur.frag
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 u_blurOffset;
uniform float u_blurStrength;
#define MAX_BLUR_WIDHT 10
void main()
{
vec4 color = texture2D(CC_Texture0, v_texCoord);
float blurWidth = u_blurStrength * float(MAX_BLUR_WIDHT);
vec4 blurColor = vec4(color.rgb, 1.0);
for (int i = 1; i <= MAX_BLUR_WIDHT; ++ i)
{
if ( float(i) >= blurWidth )
break;
float weight = 1.0 - float(i) / blurWidth;
weight = weight * weight * (3.0 - 2.0 * weight); // smoothstep
vec4 sampleColor1 = texture2D(CC_Texture0, v_texCoord + u_blurOffset * float(i));
vec4 sampleColor2 = texture2D(CC_Texture0, v_texCoord - u_blurOffset * float(i));
blurColor += vec4(sampleColor1.rgb + sampleColor2.rgb, 2.0) * weight;
}
gl_FragColor = vec4(blurColor.rgb / blurColor.w, color.a);
}
The full C++ and GLSL source code can be found on GitHub (The implementation can be activated by bool HelloWorld::m_blurFast = false).
See the preview:
Separate shader for each blur radius
A high performance version of an gaussian blur algorithm is the solution presented at GPUImage-x. In this implementation a separated blur shader for each blur radius is created. The source code of the full cocos2d-x demo implementation can be found at GitHub.The implementation provides 2 variants, the standard implementation and the optimized implementation, like the implementation in the link, which can be set up by bool GPUimageBlur::m_optimized. The implementation generates a shader for each radius from 0 to int GPUimageBlur::m_maxRadius and a sigma float GPUimageBlur::m_sigma.
See the preview:
Fast limited quality blur
A much more powerful solution, but with obvious very low quality, would be to use the shader presented at Optimizing Gaussian blurs on a mobile GPU. The blurring is not dynamic and can only be switched on or off:
update methode:
// blur pass 1
cocos2d::GLProgramState &blurPass1state = m_blurPass1_PostProcessLayer->ProgramState();
blurPass1state.setUniformVec2( "u_blurOffset", Vec2( blurStrength/visibleSize.width, blurStrength/visibleSize.height ) );
m_gameLayer->setVisible( true );
m_blurPass1_PostProcessLayer->draw(m_gameLayer);
m_gameLayer->setVisible( false );
// blur pass 2
cocos2d::GLProgramState &blurPass2state = m_blurPass2_PostProcessLayer->ProgramState();
blurPass2state.setUniformVec2( "u_blurOffset", Vec2( blurStrength/visibleSize.width, -blurStrength/visibleSize.height ) );
m_blurPass1_PostProcessLayer->setVisible( true );
m_blurPass2_PostProcessLayer->draw(m_blurPass1_PostProcessLayer);
m_blurPass1_PostProcessLayer->setVisible( false );
Vetex shader:
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 blurCoordinates[5];
uniform vec2 u_blurOffset;
void main()
{
gl_Position = CC_MVPMatrix * a_position;
blurCoordinates[0] = a_texCoord.xy;
blurCoordinates[1] = a_texCoord.xy + u_blurOffset * 1.407333;
blurCoordinates[2] = a_texCoord.xy - u_blurOffset * 1.407333;
blurCoordinates[3] = a_texCoord.xy + u_blurOffset * 3.294215;
blurCoordinates[4] = a_texCoord.xy - u_blurOffset * 3.294215;
}
Fragment shader
varying vec2 blurCoordinates[5];
uniform float u_blurStrength;
void main()
{
vec4 sum = vec4(0.0);
sum += texture2D(CC_Texture0, blurCoordinates[0]) * 0.204164;
sum += texture2D(CC_Texture0, blurCoordinates[1]) * 0.304005;
sum += texture2D(CC_Texture0, blurCoordinates[2]) * 0.304005;
sum += texture2D(CC_Texture0, blurCoordinates[3]) * 0.093913;
sum += texture2D(CC_Texture0, blurCoordinates[4]) * 0.093913;
gl_FragColor = sum;
}
See the preview:
The full C++ and GLSL source code can be found on GitHub (The implementation can be switched by bool HelloWorld::m_blurFast).
Progressive solution with two layers (frame buffers)
The idea of this solution is, to do a smooth, progressive, high quality blur of the scene. For this a weak, but fast and high quality blur algorithm is need. A blurry sprite is not deleted, it will be stored for the next refresh of the game engine and is used as source for the next blurring step. This means the weak blurry sprite, again gets blurry and so it is a little bit more blurry than the last one. This is a progressive process which end in a strong and exact blurred sprite.
To set up this process 3 layers are of need, the game layer and 2 blur layers (even and odd).
m_gameLayer = Layer::create();
m_gameLayer->setVisible( false );
this->addChild(m_gameLayer, 0);
// blur layer even
m_blur_PostProcessLayerEven = PostProcess::create("shader/blur_fast2.vert", "shader/blur_fast2.frag");
m_blur_PostProcessLayerEven->setVisible( false );
m_blur_PostProcessLayerEven->setAnchorPoint(Point::ZERO);
m_blur_PostProcessLayerEven->setPosition(Point::ZERO);
this->addChild(m_blur_PostProcessLayerEven, 1);
// blur layer odd
m_blur_PostProcessLayerOdd = PostProcess::create("shader/blur_fast2.vert", "shader/blur_fast2.frag");
m_blur_PostProcessLayerOdd->setVisible( false );
m_blur_PostProcessLayerOdd->setAnchorPoint(Point::ZERO);
m_blur_PostProcessLayerOdd->setPosition(Point::ZERO);
this->addChild(m_blur_PostProcessLayerOdd, 1);
Note, that initially all 3 layers are invisible.
In the update` method one layer is set to state visible. If there is no blurring, then the game layer is visible. Once blurring starts, the game layer is rendered to the even layer, with the blur shader. The game layer becomes invisible and the even layer becomes visible. In the next cycle the even layer is rendered to the odd layer, with the blur shader. The even layer becomes invisible and the odd layer becomes visible. This process continues till blurring is stopped. Meanwhile, the scene becomes blurred stronger and stronger, at high quality.
If the original scene has to show again, then the game layer has be set to visible and the even and odd layer have to be set invisible.
update methode:
bool even = (m_blurTick % 2) == 0;
if ( m_blur )
{
cocos2d::GLProgramState &blurFaststate1 = m_blur_PostProcessLayerEven->ProgramState();
blurFaststate1.setUniformVec2( "u_texelOffset", Vec2( 1.0f/visibleSize.width, 1.0f/visibleSize.height ) );
cocos2d::GLProgramState &blurFaststate2 = m_blur_PostProcessLayerOdd->ProgramState();
blurFaststate2.setUniformVec2( "u_texelOffset", Vec2( -1.0f/visibleSize.width, -1.0f/visibleSize.height ) );
if ( m_blurTick == 0 )
{
m_gameLayer->setVisible( true );
m_blur_PostProcessLayerEven->draw(m_gameLayer);
}
else if ( even )
{
m_blur_PostProcessLayerEven->draw(m_blur_PostProcessLayerOdd);
}
else
{
m_blur_PostProcessLayerOdd->draw(m_blur_PostProcessLayerEven);
}
++m_blurTick;
}
else
m_blurTick = 0;
m_gameLayer->setVisible( !m_blur );
m_blur_PostProcessLayerEven->setVisible( m_blur && even );
m_blur_PostProcessLayerOdd->setVisible( m_blur && !even );
The shader is a simple and exact 3*3 blur shader:
Vetex shader:
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 blurCoordinates[9];
uniform vec2 u_texelOffset;
void main()
{
gl_Position = CC_MVPMatrix * a_position;
blurCoordinates[0] = a_texCoord.st + vec2( 0.0, 0.0) * u_texelOffset.st;
blurCoordinates[1] = a_texCoord.st + vec2(+1.0, 0.0) * u_texelOffset.st;
blurCoordinates[2] = a_texCoord.st + vec2(-1.0, 0.0) * u_texelOffset.st;
blurCoordinates[3] = a_texCoord.st + vec2( 0.0, +1.0) * u_texelOffset.st;
blurCoordinates[4] = a_texCoord.st + vec2( 0.0, -1.0) * u_texelOffset.st;
blurCoordinates[5] = a_texCoord.st + vec2(-1.0, -1.0) * u_texelOffset.st;
blurCoordinates[6] = a_texCoord.st + vec2(+1.0, -1.0) * u_texelOffset.st;
blurCoordinates[7] = a_texCoord.st + vec2(-1.0, +1.0) * u_texelOffset.st;
blurCoordinates[8] = a_texCoord.st + vec2(+1.0, +1.0) * u_texelOffset.st;
}
Fragment shader:
varying vec2 blurCoordinates[9];
void main()
{
vec4 sum = vec4(0.0);
sum += texture2D(CC_Texture0, blurCoordinates[0]) * 4.0;
sum += texture2D(CC_Texture0, blurCoordinates[1]) * 2.0;
sum += texture2D(CC_Texture0, blurCoordinates[2]) * 2.0;
sum += texture2D(CC_Texture0, blurCoordinates[3]) * 2.0;
sum += texture2D(CC_Texture0, blurCoordinates[4]) * 2.0;
sum += texture2D(CC_Texture0, blurCoordinates[5]) * 1.0;
sum += texture2D(CC_Texture0, blurCoordinates[6]) * 1.0;
sum += texture2D(CC_Texture0, blurCoordinates[7]) * 1.0;
sum += texture2D(CC_Texture0, blurCoordinates[8]) * 1.0;
sum /= 16.0;
gl_FragColor = sum;
}
Again, the full C++ and GLSL source code can be found on GitHub.
See the preview:

OpenGL 3.3 GLSL Fragment Shader Fog effect not working

I'm trying to add a fog effect to my scene in OpenGL 3.3. I tried following this tutorial. However, I can't seem to get the same effect on my screen. All that seems to happen is that my objects get darker, but there's no gray foggy mist on the screen. What could be the problem?
Here's my result.
When it should look like:
Here's my Fragment Shader with multiple light sources. It works fine without any fog. All GLSL variables are set and working correctly.
for (int i = 0; i < NUM_LIGHTS; i++)
{
float distance = length(lightVector[i]);
vec3 l;
// point light
attenuation = 1.0 / (gLight[i].attenuation.x + gLight[i].attenuation.y * distance + gLight[i].attenuation.z * distance * distance);
l = normalize( vec3(lightVector[i]) );
float cosTheta = clamp( dot( n, l ), 0,1 );
vec3 E = normalize(eyeVector);
vec3 R = reflect( -l, n );
float cosAlpha = clamp( dot( E, R ), 0,1 );
vec3 MaterialDiffuseColor = v_color * materialCoefficients.diffuse;
vec3 MaterialAmbientColor = v_color * materialCoefficients.ambient;
lighting += vec3(
MaterialAmbientColor
+ (
MaterialDiffuseColor * gLight[i].color * cosTheta * attenuation
)
+ (
materialCoefficients.specular * gLight[i].color * pow(cosAlpha, materialCoefficients.shininess)
)
);
}
float fDiffuseIntensity = max(0.0, dot(normalize(normal), -gLight[0].position.xyz));
color = vec4(lighting, 1.0f) * vec4(gLight[0].color*(materialCoefficients.ambient+fDiffuseIntensity), 1.0f);
float fFogCoord = abs(eyeVector.z/1.0f);
color = mix(color, fogParams.vFogColor, getFogFactor(fogParams, fFogCoord));
Two things.
First you should verify your fogParams.vFogColor value is getting set correctly. The simplest way to do this is to just short-circut the shader and set color to fogParams.vFogColor and immediately return. If the scene is black, then you know your fog color isn't being sent to the shader correctly.
Second, you need to eliminate your skybox. You can simply set glClearColor() with the fog color and not use a skybox at all, since everywhere the skybox should be visible you should be seeing fog instead, right? More advanced usage could modify the skybox shader to move from fog to the skybox texture depending on the angle of the vec3 off of horizontal, so when looking up the sky is (somewhat) visible, but looking horizontally simply shows the fog, and have a smooth transition between the two.

SFML Blur Shader shows no effect

I'm trying to implement a SFML Shader following their example and it doesn't show up.
GameObject is a class that inherits and implements sf::Drawable. Inside GameObject I have a sf::Texture and a sf::Sprite objects, responsible for the image of the game object. I'm trying to apply a blur effect on it. Here's the .cpp where I load the image and shader:
x = new GameObject("Images/apple.png", 100, 100, 1, 1);
mshade.loadFromFile("Shaders/blur.frag", sf::Shader::Fragment);
mshade.setParameter("texture", *(x)->objectTexture);
mshade.setParameter("blur_radius", 200);
And this is how I draw it:
gameWindow->draw(*x, &mshade);
And this is the GLSL code to create the blur shader:
uniform sampler2D texture;
uniform float blur_radius;
void main()
{
vec2 offx = vec2(blur_radius, 0.0);
vec2 offy = vec2(0.0, blur_radius);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
gl_FragColor = gl_Color * (pixel / 16.0);
}
But for some reason the image is displayed just as normally, without any effect. I also don't get any error. Does anyone know why the blur effect doesn't show up?
I don't know anything about SFML, but i looks like your blur_radius is not well chosen.
Your image has the size 100x100 and you Blur-Shader samples the image with distance of 200px (blur_radius). So if your texture has gl_repeat enabled , you hit exactly the same pixel as the original one. -> no blur
Try using a lower blur_radius maybe something around 2-5
Well in my question at: SFML shader not working I got help on this issue aswell I recoomend you go check out tntxtnt's answer that will probably help you. but basicly it dosent blur the outline of the textures it only blurs the colors inside the sprite.

SFML loading shader error

So i am working on my game project using SFML and I tried to implement a blur shader. I have no idea why , but this block of code makes the program show a white screen and then close.I didn't even use the shader to draw anything , just the fact that I am trying to load it gives the unexpected result :( .
void button::setText(std::string _text)
{
text.setString(_text);
text.setFont(font);
text.setCharacterSize(80);
text.move(0,-(text.getLocalBounds().top));
text.setColor(sf::Color(255,255,255,255));
width=text.getLocalBounds().width+text.getLocalBounds().left;
height=text.getLocalBounds().height+text.getLocalBounds().top;
rndtexture.create(width, height);
rndtexture.setSmooth(true);
rndtexture.clear(sf::Color::Transparent);
rndtexture.draw(text);
rndtexture.display();
rTexture=rndtexture.getTexture();
spriteR.setTexture(rTexture);
rndtexture.clear(sf::Color::Transparent);
text.setColor(sf::Color(0,0,0,100));
rndtexture.draw(text);
rndtexture.display();
pTexture=rndtexture.getTexture();
spriteP.setTexture(pTexture);
//commenting this out will make it work just fine
if (!shader.loadFromFile("shader.frag", sf::Shader::Type::Fragment))
{
std::cout<<"lol";
}
//
shader.setParameter("texture", sf::Shader::CurrentTexture);
shader.setParameter("blur_radius", 5.0);
}
This is my shader file:
uniform sampler2D texture;
uniform float blur_radius;
void main()
{
vec2 offx = vec2(blur_radius, 0.0);
vec2 offy = vec2(0.0, blur_radius);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
gl_FragColor = gl_Color * (pixel / 16.0);
}
What is wrong with this.. ?
What's the return value when you call:
sf::Shader::isAvailable()
Make sure you can use a shader program before you call it. Also, a shader can't crash a program, so it's definitely not your shader. If something was wrong with your shader, it wouldn't compile. If your shader didn't compile, then SFML automatically switches to a built-in shader.