Perminder Singh
Perminder Singh
Hi @ghutchis I understand the issue now. Do you have a specific version of OpenGL in mind for our migration? If we're considering implementing geometry shaders, we might need to...
> I'll mention that beyond 4.1 is problematic because Apple doesn't support more recent OpenGL on Mac. (Which is a shame, because compute shaders would be nice for some features.)...
Hi @ghutchis , I've been working on solving all the bugs of blur effects and am currently adding fog features to another repository in p5.js. After going through the codebase,...
> That's right. At the moment, `avogadrolibs` has some work on ambient occlusion / shading, but nothing for fog or blur effects. > > This is mainly a "it would...
> One example of depth-of-field blurring: http://wwwtyro.github.io/speck/ Looks great.
I was just considering using two uniforms in a `sampler2D`, one for `texture` and one for `depth`, possibly incorporating additional parameters like `radius`, `direction`, and `dimensions` if opting for the...
> depth Oops, I messed up things here...I have tagged you on the discourse form. Thanks:) https://discuss.avogadro.cc/t/add-depth-of-field-fog-or-blurring-rendering-options/5332?u=perminder-17
> Pinging @Qianqianye: When I go to create new issues and link them to the task list in the body of this issue, I'd like to apply the "Good First...
Hi @dkoes I understand the situation better now. Initially, I thought we were focusing on shader modifications, but upon reading the issue thoroughly, it seems we're leaning towards simplifying the...
From my honest opinion I feel like you don't need to work anymore on the shaders part. vertex shaders looks good, Also fragment shaders looks correct to me. The only...