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[02:15:22] <lapsang> A shadertoy script doesn't display the clouds in Firefox, but does in Chrome. is this likely a library issue, and if so, what's the best plugin to resolve?
[02:18:04] <zid> worksforme
[02:19:11] <lapsang> the blocked plugin icon worries me on FF
[02:19:28] <derhass> lapsang: check if the texture is properly loaded
[02:20:16] <lapsang> wonder if the website is using flash to load the fbx
[02:22:59] <lapsang> hm wait he described an fbx in the comments, but it looks like it's just clumpy noise
[02:26:53]
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[06:46:14] <lapsang> okay I finally reproduced an interesting shadertoy. Gonna tackle this
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[08:14:38] <mkoncek> i want to achieve a top-down camera centered at the player character, but i want the player character be at a fixed position somewhere at the middle bottom of the screen, is the way to do it just use basic glm perspective, but subtract gl_Position.y at the end of the vertex shader?
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[12:55:29] <nilspin_> Can I bind a buffer object twice(as GL_VERTEX_ARRAY and GL_SHADER_STORAGE_BUFFER) in the same glsl program?
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[12:58:02] <nilspin> nvm we can
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[13:15:36] <mkoncek> i want to achieve a top-down camera centered at the player character, but i want the player character be at a fixed position somewhere at the middle bottom of the screen, is the way to do it just use basic glm perspective, but subtract gl_Position.y at the end of the vertex shader?
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[13:20:32] <derhass> mkoncek: no
[13:21:21] <mkoncek> i would like to achieve the "cut and shift" possibly without further manipulating the matrices
[13:21:23] <derhass> doing some post-perspective transformations is seldom the right thing, and even when it is, one has to take w into account properly
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[13:22:35] <derhass> if you just translate after the perspective transform, you're getting an asymmetric frustum
[13:23:15] <derhass> camera placement is typically done in a view matrix
[13:23:42] <derhass> and even if you want to optimize things further, that still is done before applying perspective projection
[13:24:13] <mkoncek> ok, i guess i will compute the angle before view matrix
[13:24:19] <derhass> angle?
[13:24:44] <derhass> no idea where an angle comes into this now
[13:24:48] <derhass> but whatever
[13:25:30] <mkoncek> in order to achieve what i want i believe the camera has to be placed on top of (Z-axis) the character, but look down at some angle in order for the character to be fixed at the bottom center of the screen
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[13:26:37] <derhass> well
[13:26:50] <derhass> don't know what you actually want to achieve
[13:28:00] <mkoncek> you know GTA 1?, imagine the character is always fixed at the bottom of the screen as opposed to the center of the screen
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[13:28:35] <derhass> I know GTA1
[13:28:40] <mkoncek> but i want the perspective to be as-if the camera was looking at the character, not in the center of the screen
[13:28:47] <derhass> but it is hard to image the exact details of the perspective it had
[13:30:03] <mkoncek> well, i don't know if i can describe it any better
[13:31:15] <Yaniel> I'm pretty sure you don't want to fix the camera just above the character
[13:34:13] <Yaniel> but rather above the character, shifted a bit in the direction they are looking or something
[13:39:36] <DarkUranium> mkoncek, the only place you do anything *after* perspective projection would be when you're attempting dirty hacks to do stereo rendering.
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[13:39:47] <DarkUranium> (if you're doing it properly, you'll be building 2 separate projection matrices properly to begin with)
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[13:39:51] <mkoncek> Yaniel: well, yes, that's where the angle needs to be computed
[13:40:37] <Yaniel> anyway that has nothing to do with perspective
[13:41:05] <Yaniel> at most you'll want to account for the camera's vertical field of view
[13:41:31] <Yaniel> but even that should happen separately from the perspective matrix
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[13:45:23] <Yaniel> essentially all positioning of the camera should happen in the view matrix, before the perspective projection
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[13:50:34] <derhass> well
[13:51:40] <derhass> I can actually imagine a scenratio where the camera is straight top-down and not tilted at all for this scenario
[13:52:06] <derhass> so actually rotating the camera might not be what is desired here
[13:52:12] <derhass> but I really don't know
[13:53:23] <derhass> the question is just: where should the principal axis of the perspective be?
[13:57:14] <mkoncek> derhass: you mean the line connecting the camera position and the point which will be on the screen centre?
[13:57:41] <derhass> mkoncek: not necesarrily
[13:58:41] <derhass> mkoncek: what you describe is just the camera lookat direction
[13:58:47] <derhass> (sort of)
[13:59:02] <mkoncek> i too don't have a perfect idea what i want to achieve, just a rough one
[13:59:14] <derhass> I'm talking about properties of the perspective projection itself
[13:59:36] <mkoncek> i don't want to delve into prespectives too much
[13:59:46] <derhass> first of all, you can do off-axis asymmetric projection where that "center" is _not_ mapped to the center of the screen
[13:59:57] <derhass> you can even tilt it
[14:00:09] <derhass> just like you can do with tilt&shift lenses for real cameras
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[22:32:00] <davr0s> anyone around?
[22:32:22] <Foaly> just ask
[22:33:06] <gehn> clearly no one is here
[22:33:29] <davr0s> ok
[22:34:06] <zid> it was just a poll
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[22:34:13] <zid> the question was whether anyone was here
[22:34:49] <gehn> the question has been answered: we're not
[22:42:58] <zy]x[yz> i wasn't here at the time
[22:43:08] <zy]x[yz> sorry for letting everyone down
[22:43:34] <zid> no, you did well
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[23:19:33] <vmt> maybe he was just feeling lonely
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[23:39:40] <lapsang> I'd like to initialize a bunch of uniform variables for use with an existing script. Does syntax exist to declare several on the same line, ie something similar to "float var1,var2,var3;" ?
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[23:44:51] <lapsang> oh I guess that works with spaces
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[23:51:14] <lapsang> oh nice, thanks!
[23:51:28] <lapsang> because I tried it before, but it had compiler errors
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