Tag Archives: GLSL

wavelength-based thinfilm interference

I managed to successfully port some cg shaders over to glsl, gave them a spring-cleaning and integrated them into an OpenGL 3.2 core renderer (yeah, OS X 10.8 if you have to ask – bummer). It is kinda “the real deal”: thinfilm interference evaluated per lambda with interactive refraction indices, light + material spectral power distributions and thickness. I might have more results soon, so far these images below have to do:

Alien, smooth surface, film: 400nmAlien, semi-rough surface, film: 340nmAlien, rough surface, film: 430nm

Besides I still have other work todo, writing down my ph.d thesis…

Doxygen and GLSL shader

As I’ve finished the documentation-madness I stumbled over my GLSL shader. Doxygen, _the_ documentation tool of choice, reads them (as they are very c-like) but dumps them rather unfancy. Doxygen is not only very flexible – it is also extensible with filters to process other languages.


Write a small filter, that pads every shader into a class and set a namespace that acts kinda like a category (e.g. class Gauss in namespace GLSL::FILTER::BLUR). The result is my glslfilter.py python-script.

  1. Make Doxygen aware of the filter and the newly supported file extensions. To do this, edit your Doxyfile:
    • Add FILE_PATTERNS: *.frag, *.vert
    • Add FILTER_PATTERNS: "*.frag=./glslfilter.py", "*.vert=./glslfilter.py"
  2. If you want, add annotations to your shader:
    • Use @class to set the class name
    • Use @namespace to set the namespace – a category

    If you set no name, the script will use the bare filename and the default namespace is “GLSL”.

    Of course you can further document your shader with doxytags – they are fully processed by Doxygen. The only limitation here (blame my lazyness or my thought it just wasn’t worth it) is that you have to put the “class” comment (= the shader information) at the very beginning in one big blockcomment starting with /* or /**. But seriously – why would you comment it in any other way? ;-)

To better illustrate the procedure here’s a little GLSL fragment shader:

 * A simple 3x3 gaussian convolution filter, non-separated version
 * @author Sebastian Schaefer
 * @date 2012
 * @namespace GLSL::FILTER::BLUR
 * @class Gauss3x3
#version 150 core

uniform sampler2D image; ///< the input image

in vec2 tex;	///< texture coordinated
out vec4 color; ///< the color output

 * The main routine: read the 3x3 neighbours and multiply with kernel
void main()

Click here to see how the above example can look like.


Grab the filter at my github-repository github.com/numb3r23/glslAdditions
This page might get updated so please link to this page only, not the direct download. thank you!

edit: moved source to github