I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated ...
I have recently been converting our XNA 3.1 game to XNA 4.0 and am stuck on the shaders. I have the game running, but nothing is drawing to the screen, except things not using a shader. This is only ...
im trying to find help with an issue im having moving from the XNA 3.1 framework to XNA 4.0. The shaders I wrote for my 2D game work fine in XNA 3.1, but wont even compile in 4.0. At first I got ...
I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
I have a couple of .fx files from a Shader-Based 2D Shadows example. I want to utilize the same kind of technique with XNA 4.0's Reach profile, which if I understand correctly needs to have HLSL 2.0 ...
I'm trying to produce a shader to replicate a white plastic object with a colored light inside. Either by having a shader that will be translucent and if I put a light inside the object the light will ...