Bonus Mirror Shaders

    Jan 25 2006 | 8:11 am
    I finally got around to trying out thte mirror shaders from a few
    weeks back. Did anyone else using 10.4.4 with a radeon mob 9700 have
    trouble with the rf.kaleido.jxs shader? I get only a black screen
    from it. The other ones work just fine.

    • Jan 25 2006 | 8:35 am
      I've been going through the shader bit by bit and I can get the
      reflections to work, but I had to comment out the last section dealing
      with folding with large offsets. I can't seem to get that part to
      work properly. Here's the modded version:
    • Jan 27 2006 | 4:16 pm
      Here's the current state of the kaleido shader that I've got working
      on my system. It seems that if I uncomment any more code, nothing
      works. I find this quite strange as the code doesn't do anything
      malicious or unusual. Could it be I'm running out of memory to hold
      the shader in? OS 10.4.4 pb 1.67 radeon mob 9700.
    • Jan 27 2006 | 7:29 pm
      Hi Wes,
      This is most likely due to a limitation of the GLSL compiler's
      ability to handle multiple if statements. I think that this was
      covered in a thread on one of the lists a while back. Note that any
      if statement can be changed from a logical clause to an arithmetic
      operation that always calculates all branches (which is required for
      older gen cards which don't support HW branching). This can sometimes
      be faster than branching anyway, even on cards which support it,
      since there is no pipeline flush. Depends on the complexity of the
      branches of course.
      So the statement:
      if (foldtheta>=phi)
      foldtheta = phi - (foldtheta - phi);
      Can be rewritten as:
      foldtheta = mix (foldtheta, phi - (foldtheta - phi), float
      This converts the boolean to a floating point number zero or one,
      used as the mixing coefficient in the arithmetic mix operator. If
      zero, the first term is returned. If one, the second term is
      returned. Make sense? This might seem wasteful, but as mentioned
      before, it is supported on more hardware and often not even as
      wasteful as a pipeline flush. It is also worth noting that oftentimes
      with pixel processing shaders, the operation is more memory bound
      than compute bound, as I would imagine this particular shader to be.
      So replacing all the if statements below with the corresponding
      arithmetic operation should make this shader work on your card. This
      is what we did with most of the compositing shaders like
      co.hardlight.jxs. A useful exercise would be to compare this version
      with the version in the OpenGL Orange Book.
      Let us know if you encounter further problems.