While you're here, please consider supporting GamingOnLinux on:
Reward Tiers: Patreon. Plain Donations: PayPal.
This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Reward Tiers: Patreon. Plain Donations: PayPal.
This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register
- GOG launch their Preservation Program to make games live forever with a hundred classics being 're-released'
- Valve dev details more on the work behind making Steam for Linux more stable
- NVIDIA detail upcoming Linux driver features for Wayland and explain current support
- GE-Proton 9-19 brings fixes for Horizon Zero Dawn Remastered, Monster Hunter Wilds and more
- Direct3D to Vulkan translation layer DXVK v2.5 released with rewritten memory management
- > See more over 30 days here
-
Inspired by SSX, arcade snowboarding game Tricky Madnes…
- based -
Half-Life 2 free to keep until November 18th, Episodes …
- Xpander -
Valve dev details more on the work behind making Steam …
- dvd -
Proton Experimental adds DLSS 3 Frame Generation suppor…
- 14 -
Linux GPU Configuration Tool 'LACT' adds NVIDIA support…
- Purple Library Guy - > See more comments
- Types of programs that are irritating
- dvd - New Desktop Screenshot Thread
- pilk - What do you want to see on GamingOnLinux?
- Linas - Weekend Players' Club 11/15/2024
- StoneColdSpider - Our own anti-cheat list
- Xpander - See more posts
View PC info
#version 450 core
out vec4 color;
void main()
{
color = vec4(abs(gl_FragCoord.x), abs(gl_FragCoord.y), abs(gl_FragCoord.z), 0.0);
}
I'm expecting every pixel drawn to be a different color but instead I'm getting a solid yellow color like so:
View cookie preferences.
Accept & Show Accept All & Don't show this again Direct Link
What am I doing wrong? (opengl 4.5 core btw if you didn't notice)
View PC info
View PC info
Disclaimer: It's been long a while since I've tampered with shaders, so I could be entirely wrong ;)
View PC info
View PC info
View cookie preferences.
Accept & Show Accept All & Don't show this again Direct Link
(screen tearing lol)
Thanks everyone
glBindFragDataLocation(shaderProgram, 0, "color");
Also you want your alpha to be at full value, so 1.0, not 0.0. And your colors will be solid, because gl_FragCoord values are way above 1.0, and 1.0 is full value. You can try dividing them by your screen size.