# GLSL Shaders

**URL:** https://openrndr.discourse.group/c/openrndr/glsl-shaders/20.md

[Latest](https://openrndr.discourse.group/latest.md) · [Categories](https://openrndr.discourse.group/categories.md)

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## [About the GLSL Shaders category](https://openrndr.discourse.group/t/about-the-glsl-shaders-category/699)

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**Author:** [@abe](https://openrndr.discourse.group/u/abe)\
**Replies:** 0\
**Last updated:** [October 22, 2024, 1:48pm UTC](https://openrndr.discourse.group/t/about-the-glsl-shaders-category/699 "2024-10-22T13:48:25Z")

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A category for posts related to (GLSL) shaders in OPENRNDR: fragment shaders, vertex shaders, compute shaders, etc. Share your shader-related questions and creations here. Some links to get started: https://thebookof…

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## [Compute shaders SSBOs behaviour](https://openrndr.discourse.group/t/compute-shaders-ssbos-behaviour/459)

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**Author:** [@Alessandro](https://openrndr.discourse.group/u/Alessandro)\
**Replies:** 5\
**Last updated:** [November 15, 2022, 4:52pm UTC](https://openrndr.discourse.group/t/compute-shaders-ssbos-behaviour/459 "2022-11-15T16:52:59Z")

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Hello there, here I am with something I don’t understand about multiple compute shaders run. Here’s the code import org.intellij.lang.annotations.Language import org.openrndr.application import org.openrndr.color…

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## [Unexpected behavior of instancing](https://openrndr.discourse.group/t/unexpected-behavior-of-instancing/450)

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**Author:** [@Alessandro](https://openrndr.discourse.group/u/Alessandro)\
**Replies:** 3\
**Last updated:** [November 5, 2022, 6:35pm UTC](https://openrndr.discourse.group/t/unexpected-behavior-of-instancing/450 "2022-11-05T18:35:23Z")

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I was trying to understand a bit better how instancing works, in particular how to use instances ids in shaders, and I encountered something which I consider an idiosyncratic behavior. Here’s the code import org.open…

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## [Sequential execution for compute shaders](https://openrndr.discourse.group/t/sequential-execution-for-compute-shaders/441)

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**Author:** [@Alessandro](https://openrndr.discourse.group/u/Alessandro)\
**Replies:** 2\
**Last updated:** [October 22, 2022, 10:17am UTC](https://openrndr.discourse.group/t/sequential-execution-for-compute-shaders/441 "2022-10-22T10:17:58Z")

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I was trying to understand sequential execution of compute shaders. Suppose I have compute shaders computeA and computeB: computeA writes on an SSBO and computeB reads from it. In OpenGL one usually issues a glMemoryBar…

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## [A (cheap) boid system with compute shaders](https://openrndr.discourse.group/t/a-cheap-boid-system-with-compute-shaders/439)

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**Author:** [@Alessandro](https://openrndr.discourse.group/u/Alessandro)\
**Replies:** 3\
**Last updated:** [October 20, 2022, 11:50am UTC](https://openrndr.discourse.group/t/a-cheap-boid-system-with-compute-shaders/439 "2022-10-20T11:50:25Z")

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For study (and of course fun!) reasons I have implemented a \`\`cheap’’ boid system using compute shaders. Here’s the code import org.openrndr.Fullscreen import org.openrndr.KEY\_ENTER import org.openrndr.appl…
