No joy here. It looks like the fragment shader is not loading properly:
[glsl_fragment]: Loaded file: /Users/schwartz/Desktop/gaussBlurGLSL/gaussBlur.frag link 2 progs attach object 0 attach object 1 getting 722 chars for infolog GEM: [glsl_program]: Info_log: WARNING: Vertex shader writes varying 'texCoord0' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord1' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord2' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord3' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord4' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord5' which is not read since there is no fragment shader. WARNING: Vertex shader writes varying 'texCoord6' which is not read since there is no fragment shader.
[glsl_program]: vertex shader running in hardware [glsl_program]: fragment shader running in hardware
There's no ouput in the gemwin at all.
The interface for GLSL in GEM is not exactly user friendly either. I wouldn't expect very many people to figure this out and get a shader working in their own patches (myself included apparently).
cgc
On 2/17/06, james tittle tigital@mac.com wrote:
On Feb 16, 2006, at 1:09 PM, chris clepper wrote:
Post back a working patch if you get one going. Good luck!
hey all,
...I went ahead and looked at the glsl stuff again, the attached patch works fine for me: one thing to remember with shaders is that they must use different "samplers" for different texture dimensions...in the attached example, the shader expects a square texture (texture2D), so try movies of 256x256, 512x512, etc...in order to do 320x240/640x480/etc, the shader would have to have certain commands changed (ie. "sampler2D" becomes "sampler2DRect", same with texture2D)...there's probably a simple way of telling one shader which path to use, but I haven't gotten there yet...
enjoy, jamie
ps: also remember that by default, osx loads pix_texture with "mode 1"/rectangle_textures, so you need to make sure it's switched to "mode 0"