I'm trying to make FBO-particle system by calculating positions in separate pass.
Using code from this post now http://barradeau.com/blog/?p=621.
I render sphere of particles, without any movement:
The only thing i'm adding so far is a texture in simulation fragment shader:
void main() {
vec3 pos = texture2D( texture, vUv ).xyz;
//THIS LINE, pos is approx in -200..200 range
float map = texture2D(texture1, abs(pos.xy/200.)).r;
...
// save map value in ping-pong texture as alpha
gl_FragColor = vec4( pos, map );
texture1
is: half black half white.
Then in render vertex shader i read this map parameter:
map = texture2D( positions, position.xy ).a;
and use it in render fragment shader to see the color:
vec3 finalColor = mix(vec3(1.,0.,0.),vec3(0.,1.,0.),map);
gl_FragColor = vec4( finalColor, .2 );
So what i hope to see is: (made by setting same texture in render shaders)
But what i really see is: (by setting texture in simulation shaders)
Colors are mixed up, though mostly you can see more red ones where they should be, but there are a lot of green particles in between.
Also tried to make my own demo with simplified texture and same idea and i got this:
Also mixed up, but you can still guess image.
Same error.
I think i am missing something obvious. But i was struggling with this a couple of days now, not able to find a mistake by myself.
Would be very grateful for someone to point me in the right direction. Thank you in advance!
Demo with error: http://cssing.org.ua/examples/fbo-error/
Full code i'm referring: https://github.com/akella/fbo-test
You should disable texture filtering by using GL_NEAREST
min/mag filters.