tag:blogger.com,1999:blog-2867465200324226213.post8846344025076152754..comments2022-04-01T16:29:35.763-04:00Comments on 3-Blog: Gaussian Blur Shader (GLSL)Callum Hayhttp://www.blogger.com/profile/12803190477150038247noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2867465200324226213.post-23733555521902730652013-12-02T03:49:11.751-05:002013-12-02T03:49:11.751-05:00i am using same code for blurring, but the result ...i am using same code for blurring, but the result of rendering is a black screen. how it can be like this.Anonymoushttps://www.blogger.com/profile/05139742751443668385noreply@blogger.comtag:blogger.com,1999:blog-2867465200324226213.post-23401564688750272852011-09-28T16:27:49.498-04:002011-09-28T16:27:49.498-04:00Hi. Interesting article. I'm not sure why yo...Hi. Interesting article. I'm not sure why you need to execute `gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex' though. If your quad vertices go from -1 to 1 and the intention is to fill the viewport, you don't need to transform them at all. Also, you won't need texture coordinates in your vertex, as these are simply output from the VS as position * 0.5 + 0.5.Robinnoreply@blogger.com