3
votes
0answers
31 views

Problem building a color grading map

I am trying to build a default color grading map into a 1024x32 RenderTarget. Here is my shader code: VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; ...
1
vote
1answer
31 views

Proper Directional light on multiple models

I've been trying to implement a Directional light into an XNA game I'm working on, but for what ever reason, I cannot seem to get the directional light to be a true directional light. Instead, I am ...
0
votes
1answer
59 views

XNA and HLSL shaders - Instancing using World Matrix array

I have posted this question on StackOverflow and was directed here, so I'll just copy the question: I am attempting to improvise some sort of hardware instancing in my game. I wish to draw multiple ...
1
vote
1answer
29 views

How do I render into a sub-region of a texture atlas with XNA / HLSL?

Is it possible to render into a texture atlas? I've been wondering how to reduce the number of textures required for shadow-mapping, and came across a blog post here about rendering up to sixteen ...
1
vote
1answer
72 views

XNA Render Targets Depth Testing

I imagine this is a problem that gets asked quite often, but reading up on it I can't seem to get a definitive answer on how to solve it. I've got two HLSL shaders (I've simplified them in the ...
0
votes
3answers
263 views

Encode two integers into colour values and compare them in a HLSL shader

I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, ...
3
votes
1answer
128 views

Is multipass rendering possible with SpriteBatch?

I'm trying to implement a bloom effect. This requires three shader passes: a brightness threshold, a horizontal blur, and a vertical blur. It also requires resizes, but these are irrelevant to the ...
0
votes
1answer
106 views

HLSL postprocessing for day to night (DTN)

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 ...
3
votes
3answers
192 views

Does passing uniform constants from technique into shader cause branches?

I am trying to find a way to organize my evergrowing number of shader techniques/functions (I am coding in sm_3.0). One way is to do this: float4 PS_Crossroads(PS_INPUT input, uniform bool ...
1
vote
0answers
101 views

write to depth buffer while using multiple render targets

Presently my engine is set up to use deferred shading. My pixel shader output struct is as follows: struct GBuffer { float4 Depth : DEPTH0; //depth render target float4 Normal : COLOR0; ...
1
vote
2answers
345 views

How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is ...
2
votes
1answer
106 views

What's the difference between Textures and VertexTextures in XNA?

The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
8
votes
1answer
263 views

Fast lighting with multiple lights

How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is ...
0
votes
0answers
84 views

Projecting shadow map

I'm having a problem with shadow mapping and don't know where to go from here. Take a look at this screenshot: The cube circled in green is the light position, the light direction is pointed ...
0
votes
0answers
68 views

How to encode float3 into float2 and back again in HLSL?

Good afternoon, I am looking to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into ...
0
votes
0answers
82 views

Shadow Mapping Wrong Results

Since 2 days, i'm trying to figure out whats wrong with my shadow shader. The shadow map is drawn correctly, just the projection on to the scene is not working. The Vertex Shader Code seems fine: ...
2
votes
2answers
146 views

XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of ...
0
votes
1answer
197 views

XNA & HLSL - rendering a model with its original materials (colors)

I am currently trying to code my own HLSL effect file, in order to render an FBX model I made with Autodesk maya, and to which I have applied some materials (colors). before trying to write an effect ...
2
votes
1answer
69 views

Write colors with alphablending but don't write into the alpha channel

I am using XNA 4.0, hence DX9 and HLSL. I have a RenderTarget2D "MAIN" that I want to add semi-transparent objects "TRANS" to. I want them to blend with MAIN using the TRANS's alpha and inverseAlpha ...
1
vote
1answer
160 views

HLSL Textured Light: outputs only a specific part of the texture (new problem)

Problem 1 I am trying to create a spotlight that instead of giving the circle within the spotlight a simple color, applies a texture to it. However, where the texture is supposed to be is only a ...
0
votes
1answer
761 views

HLSL Gaussian blur pixelshader: blur is not occurring

I am trying to use postprocessing to create a gaussian blur, however, no blur is to be seen, what am I doing wrong? I have included the full code at the bottom of this post in a google docs link, but ...
2
votes
2answers
272 views

How do I rotate a single object in HLSL?

I have a World with a 3D model of a head in it and that World rotates, like such: protected override void Update(GameTime gameTime) { //other stuff angle += 0.00005f; //more other stuff ...
0
votes
0answers
56 views

XNA HLSL no model textures

I am using XNA and HLSL to render all the models in my game, so far there is only one, a flashlight. My flashlight model is a .fbx file type, and it loads the model in the game perfectly fine. ...
4
votes
1answer
116 views

Masking an area inside/outside a line strip

I have some point lights in my game which are just sprites implemented with help of HLSL. Currently I'm trying to implement dynamic shadows and I managed to make the program calculate the area in ...
2
votes
1answer
395 views

GPGPU Programming using HLSL and XNA

XNA Newbie question: I'm trying to get the GPU to perform some calculations for me. I'm trying to figure out how to send some data to the GPU, get the GPU to process it, then get the result back. ...
2
votes
0answers
251 views

XNA 4.0 Pixel Shader 3.0 Exact Texture Lookup/Sample Issue

I am stuck on trying to solve this problem. I originally had some shaders written that worked for XNA 3.1, but after converting to XNA 4.0 they would no longer compile due to instruction counts, flow ...
2
votes
3answers
328 views

XNA 3.1 to 4.0 Vertex Shader Not Drawing

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 ...
0
votes
1answer
147 views

Volume raycaster problems HLSL

Hi this is my first question here so if I fail to include some necessary piece of information please dont rip my head off. ^^ I can't seem to get my volume raycaster to workt properly. I've been ...
0
votes
1answer
119 views

Angle to Vector3?

I am working on getting my directional lights to match the sun in my atmospheric scattering shader. I have a float that ranges from 0 to 6.28 (TwoPi). How would I calculate a vector3 from this angle? ...
2
votes
2answers
69 views

XNA HLSL Exclude texture?

I'm going through HLSL tutorials and I have lighting and texturing setup. Right now in my shader I take a texture, but if I leave that variable blank it gives me an error. Half of my models have ...
3
votes
0answers
152 views

SSAO Distortion [closed]

I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, ...
0
votes
2answers
99 views

HLSL Pixel Shader Compile, Flow Control, Instruction Count, XNA Issue

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 ...
1
vote
2answers
57 views

Defining lines from a heightmap

To a pixel shader of a 2D game, I'm passing a 1-row heightmap that holds the height in UV coordinates of evenly distributed points throughout the texture I'm drawing, but as for n points there will ...
6
votes
1answer
405 views

Do I need to rewrite my HLSL shaders when porting from XNA to MonoGame?

I'm looking at porting an XNA project I have to monogame, but I have a fair number of HLSL shaders. It seems that Monogame for PC uses OpenGL as the rendering backend, and I'd rather not have to ...
4
votes
1answer
185 views

How can I handle the combination of multiple shader effects?

To be able to work efficiently with effects, is there a good way to combine multiple reusable "base" effects to achieve a more complex final result? For example, say I have an effect that handles ...
1
vote
2answers
159 views

HLSL Multitexturing with more than 4 textures

I've come up with an idea that should work in multitexturing a terrain with more than 4 textures, up to a 64 if a supported ShaderModel is used. I'm trying to use the RGBA color values as both values ...
1
vote
0answers
259 views

tex2dlod and tex2d giving different values [closed]

I've been having trouble with vertex texture fetch for a terrain system I am implementing. I'm using C++/DirectX9. I have already implemented exactly what I want as a prototype in C#/XNA and now ...
0
votes
0answers
213 views

HLSL Triplanar texturing and multi texturing performance

I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
3
votes
1answer
133 views

Switching to a vertex shader

TL;DR I need to switch from a vertex array passed to the pixel shader with a real vertex shader approach. In my prototype, the terrain is procedurally generated and I have the following result: ...
0
votes
2answers
164 views

The saturate function is not working in my pixel shader

I wrote a pixel shader for my game and when I tried to compile it an error occurred: ID3DXEffectCompiler::CompileEffect: There was an error compiling expression When I removed all the saturate ...
0
votes
2answers
185 views

How to implement input-texture limited alphablending of 2 textures with HLSL?

I try to implement a HLSL shader the does the normal Alphablend with premultiplied colors (just as XNA4 does) but depending on some existing colors. One can think of adding a glow to a 2D terrain ...
0
votes
1answer
219 views

XNA 3D custom shader/effect gives shakey rendering in the distance

I am rendering a simple flat plane + texture to use as the floor for a game. I'm rendering it using a custom effect I've written. The problem I have is that the ground in the distance gets a bit ...
0
votes
2answers
648 views

HLSL shader optimization [closed]

The following HLSL shader (without preprocessing) results in 65 arithmetic operations (see below). Can the same effect achieved with <=64 operations? // Center of "light" float x; float y; // ...
1
vote
1answer
253 views

MultiTexturing by neighbouring points textures

Visual example: I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...
3
votes
1answer
186 views

Why are some objects not rendering properly?

Here's a button I exported from Blender into a .x format: Now here it is in the game with BasicEffect applied to everything: And now with my custom shader: And there's the problem. While the ...
6
votes
1answer
146 views

XNA Deferred + Forward, Depth Problem?

Im working with my deferred engine in XNA 4.0 and Im combining it with a forwardpipeline to support semi-transparency and other "forward only" effects. Let me describe what I do: Render GBuffer ...
6
votes
1answer
358 views

Changing water color based on depth

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 ...
1
vote
0answers
286 views

How to simulate objects floating on water without a physics engine?

In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing ...
4
votes
2answers
512 views

Rain drops on screen

I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal ...
1
vote
1answer
216 views

XNA Shader Texture Memory

I was wondering about texture optimization in XNA 4.0. Will the the contentmanager send the texturedata to the GPU directly when the texture gets loaded or do I send the texture data to the GPU when ...