Fortunately, smartphone producers are ahead of
Posted: Sun Dec 22, 2024 6:40 am
our expectations. A typical mobile chip nowadays usually contains a built-in GPU that we can take advantage of.
And don’t be fooled by their small sizes – they are plenty powerful for what we will do.
Apple's A16 chip architecture
Let’s get down to business!
It’s time to write usa email address data some Fragment Shaders in Flutter!
What’s the first thing you do when you learn a new technology? Write a “HelloWorld” program of course! Except there’s a problem.
See, the GPU does not have a console that we can print out our “Hello World!” to. And since we’re operating on a level of a single pixel, there’s really no easy way to draw text on the screen.
So what do we do?
The answer is simple – for the reasons stated above, the general consensus in the graphics programming world is that the “HelloWorld” equivalent is displaying some color on screen.
And that’s what we’ll do – let’s create a helloworld.frag file in our project directory:
#version 460 core
out vec4 fragColor;
void main() {
fragColor = vec4(1, 0, 0, 1);
}
view rawhelloworld.glsl hosted with ❤ by GitHub
Seems simple enough, right? Let’s talk about what each line of code does. The first one tells the compiler which version of GLSL we’ll be using. Unless you’re after some specific functionality from a specific version, always keep this line the same.
Next, we need to declare an output variable. It’s a variable where, at the end of our shader, we have to store an output color that will be displayed on screen. We do that by
And don’t be fooled by their small sizes – they are plenty powerful for what we will do.
Apple's A16 chip architecture
Let’s get down to business!
It’s time to write usa email address data some Fragment Shaders in Flutter!
What’s the first thing you do when you learn a new technology? Write a “HelloWorld” program of course! Except there’s a problem.
See, the GPU does not have a console that we can print out our “Hello World!” to. And since we’re operating on a level of a single pixel, there’s really no easy way to draw text on the screen.
So what do we do?
The answer is simple – for the reasons stated above, the general consensus in the graphics programming world is that the “HelloWorld” equivalent is displaying some color on screen.
And that’s what we’ll do – let’s create a helloworld.frag file in our project directory:
#version 460 core
out vec4 fragColor;
void main() {
fragColor = vec4(1, 0, 0, 1);
}
view rawhelloworld.glsl hosted with ❤ by GitHub
Seems simple enough, right? Let’s talk about what each line of code does. The first one tells the compiler which version of GLSL we’ll be using. Unless you’re after some specific functionality from a specific version, always keep this line the same.
Next, we need to declare an output variable. It’s a variable where, at the end of our shader, we have to store an output color that will be displayed on screen. We do that by