a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered

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33 views

Unity Shader GrabPass alternative

Is there an alternative for the heavy GrabPass method ? Is there a solution to avoid the foreground issue ? I mean when using GrabPass, if the refracted object is in front of the bumpy refractor, he ...
3
votes
1answer
68 views

What is a Fragment Pipe?

I remember someone saying "24 fragment pipes on nVidia 7800" in a presentation. Am I correct in saying that a fragment is the data that can generate a pixel in the frame buffer? Or are fragments the ...
3
votes
0answers
109 views
+50

Optimizing performance of a heavy fragment shader

I need help optimizing the following set of shaders: Vertex: precision mediump float; uniform vec2 rubyTextureSize; attribute vec4 vPosition; attribute vec2 a_TexCoordinate; varying vec2 tc; ...
0
votes
0answers
80 views

How can I fix dark banding artifacts when I turn on SSAO? [closed]

When enabling SSAO on my object ( in grey on the picture, background in green), sometimes, claimed in position of the camera, dark bands appear on my object (see picture). The shader is written in ...
-1
votes
1answer
24 views

Shader applied to Texture is not showed in GLSLES

I'm trying to learn the basic of shaders following basic tutorials in Ogre. I use GLSL ES 2.0 #version 100 I think I have a basic concept problem. I'm trying to render a model + texture without make ...
0
votes
2answers
169 views

2D Water Shader

I am trying to build a 2D Water shader and I am using Unity but the plateform isn't a problem. Here is an example of what I am trying to reproduce : Limbo water shader Are there any good tutorial or ...
3
votes
0answers
53 views

Multipass shaders and switching between passes

As mentioned here Effects should be avoided in DX11. If I understand correctly, that includes techniques and passes defined in *.FX files. So when doing a multipass shader (like the always-mentioned ...
1
vote
1answer
82 views

Texture Shaders vs. Pixel/Fragment Shaders?

My question is a simple one. Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...
0
votes
0answers
32 views

DX11 Tessellation LOD with diameter incorrect when Object gets rotated by D3DXMatrixRotationYawPitchRoll [closed]

First of all, I'm using Microsoft Visual Studio 2010. I implemented the LoD with diameter from following withpaper NVidia TerrainTessellation WhitePaper. In Chapter "Hull Shader:Tessellation LOD" ...
-1
votes
0answers
47 views

XNA/HLSL cone shape 2D light

I'm new to HLSL and I'm trying to create a simple light for my 2D game. I made a point light and it looks great. However now I'm trying to create a cone shape light but I just don't know how. can ...
-2
votes
1answer
56 views

Does it matter where I initialize Directx11's shader constant buffer?

Should I initialize it before Map(), before Unmap() does it make no difference?
1
vote
2answers
94 views

State propagation in modern OpenGL

When last I dabbled in game development, I managed my geometry in a tree. Every node would call the render method on it's children, prior to resetting it's transformations, thus allowing the ...
3
votes
1answer
87 views

Do I need Texture Units when NOT using shaders?

Does calling glActiveTexture() even make sense when not using shaders? I only have to switch the textures before drawing a buffer with glBindTexture(), right?
1
vote
1answer
49 views

I have a frag shader, one with an empty s_lightMap, how and why is it effecting the output?

I have an image of concrete rocks of different shades of colors, and I'm applying this shader, but without referencing s_lightMap's uniform in my program: precision mediump float; ...
3
votes
2answers
93 views

Screen effects and antialiasing

I have been working on a game for a while using glut for basic window creation. I was rendering to an offscreen buffer so that I could implement various effects like screen bulging, motion blur, ...
4
votes
1answer
145 views

How can I use shaders to make a square have a waving effect?

I'm new to using shaders to do some fancy effects and I'm struggling with them. I'm using DirectX 11 and HLSL. I have this square in the middle of the screen: It's just a square that I've created ...
3
votes
2answers
226 views

2D water shader similar to Limbo's effect

I'm wondering how I would go about creating a 2D water shader that is seen in this video http://www.youtube.com/watch?v=phChFfi4GOs The water effect that limbo uses is pretty awesome. I'm not so ...
1
vote
0answers
122 views

GL_EXT_shadow_samplers killing my shader

I have the following fragment shader for my scene #extension GL_EXT_shadow_samplers : require ... vec4 color = texture2D(uTextureUnit0, varTexCoord0); if (colorTransformEnabled != 0) { vec3 ...
2
votes
0answers
45 views

OpenGL ES Single Bitplane Texture (or something close)

I'm looking to use a texture to store single bits (or a low number of bits, two or three). This in of itself isn't hard if you're using nearest neighbor sampling with some bit plane unpacking. The ...
0
votes
1answer
54 views

Are there shaders or at least shader like things in Swing?

Is there? Because I'm wondering if it supports GLSL, HLSL, or it's own shading language? I don't know much about Swing graphics. Does anyone know?
1
vote
1answer
86 views

“lerp” returning value (Shader)?

I don't understand the lerp example in this code : if(dot(WorldNormalVector(IN, o.Normal), _SnowDirection.xyz)>=lerp(1,-1,_Snow)) o.Albedo = _SnowColor.rgb; else ...
3
votes
1answer
130 views

variable number of lights in a glsl shader?

I want to render an arbitrary number of lights in my fragment shader. I do not understand how you can properly pass them into the shader though. For example, I want something like this: uniform int ...
3
votes
2answers
183 views

Techniques for reducing terrain shader complexity

My terrain shader does quite a bit, but I don't know how to break it up in any way that will reduce my instruction count without removing key features of the terrain. It does the following: ...
3
votes
1answer
91 views

Multiple Textures in Shader?

I have this (pseudo) code: unsigned int TextureLoc = glGetUniformLocation(programID, "objectTexture"); for(int i = 0; i < object->texturesCount; i++) { glActivateTexture(GL_TEXTURE0); ...
0
votes
1answer
149 views

How to do Triplanar Texturing

Ok maybe i'm missing something because its getting late and i've been programming now for about 72 hours straight (minus a nap or 2) ... I'm trying to write a shader for unity that will apply ...
-2
votes
1answer
66 views

Incorrect rotations using openGL GLM and shaders [closed]

The goal of my program is to display a simple colored triangle rotating on the Y axis without any translation. I'm using the GLM library. The problem is that the transformations of my triangle are not ...
3
votes
0answers
99 views

Combining Effects

To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
1
vote
0answers
69 views

iPhone GLSL shader dynamic branching issue

I am trying to pass an array of vec3 as uniform and then iterate through them on each pixel. The size of array varies on situations so I can't make the loop with constant number of iterations. ...
3
votes
2answers
138 views

Shaders and Performance

I'm coding my first Shader in my little game engine, and I have some questions about it's performance and common approaches. Is the Shader code processed by the video card instead of the PC ...
1
vote
2answers
138 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
1answer
110 views

Driver error when using multiple shaders

I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display ...
2
votes
1answer
119 views

Pixel Shader gradient problems

I have pretty much zero experience working with shaders as my first couple phone games were just 2d games that didn't use any sort of shaders. Now I'm working on a PC game that has a day and night ...
0
votes
1answer
92 views

How to get a smooth dimming with SSAO?

I implemented SSAO in my game based on the tutorial at gamerendering.com. But the results I get are disappointing. Instead of a smooth effect as seen in the nvidia demos, my implementation causes ...
-1
votes
3answers
105 views

Directional light and matrix issues

I'm trying to implement basic directional lightning in OpenGL 3.3 by emulating the logic shown in this guide: http://www.arcsynthesis.org/gltut/Illumination/Tutorial%2009.html I do not understand ...
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0answers
99 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 ...
2
votes
1answer
119 views

How can I render the whole faces instead of only the vertices? [closed]

I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
0
votes
0answers
49 views

NVIDIA FX Composer 2.5 not updating time in preview

I started testing shaders today and got a problem with FX Composer. When I download Shaders from the Shader Library it compiles them fine and I get a preview which applies the material to the object, ...
1
vote
0answers
104 views

Shaders Working in XNA but not Monogame Win8

Hey so I'm bringing a shader over from XNA to Win8. To test things I'm using josack's tutorial on pixel shaders: http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html I've got it running in my ...
8
votes
1answer
263 views

What is Ramp Shading or Lighting?

What is ramp shading or lighting and how does it work? Is it different than toon shading or is it the same concept? How is specularity calculated differently for ramp shading versus blinn-phong or ...
0
votes
0answers
55 views

How calculate distance for fog effect model in xna?

I struggled for some time to add a fog effect in my xna games. I'm working with a custom shader effect in a file (. Fx). The "PixelShaderFunction" works without error. But the problem is that all my ...
1
vote
1answer
102 views

OpenGL VBO Additional Attributes

If I have a buffer with my vertices, normals and texture coordinates, and I use glDrawArrays to draw the VBO to the screen, how can I send attributes per vertex that I placed in an array to the shader ...
-4
votes
1answer
70 views

My 2d Shader in XNA falls apart the second I put it into Farseer [closed]

I wrote a simple light shader that I tested in a simple 2d spaceship shooter and it worked fine. Once I imported it into my friend's farseer project with rotatable shapes, it doesn't seem to work ...
2
votes
1answer
96 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: ...
4
votes
2answers
215 views

Geometry shader worldviewprojection

I'm writing a simple geometry shader to create 3D "primitives" in place of a single point. I am performing all of the world-view-projection conversions within the geometry shader after creating the ...
4
votes
0answers
113 views

Premultiplied Alpha And Alpha Testing

I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values. Is there an easy/standard way to have it ...
0
votes
0answers
50 views

Pix, debug shader error

I can't get Pix to debug shaders. I've used it before totally fine, but today I keep receiving this error when trying to debug either a vertex or pixel shader: A call that previously succeeded failed ...
3
votes
1answer
166 views

Matrix in constant buffer on the GPU contains NaNs but not on the CPU

I've got a shader with the following constant buffer: cbuffer ShaderParameters { matrix inverseViewProjectionMatrix; float4 cameraPosition; }; When using Visual Studio 2012's graphic ...
3
votes
1answer
208 views

Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?

Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
3
votes
1answer
91 views

Messed up UVs in Unity3D for Android

All of my quads appear correctly textured on the Unity3D editor, a Motorola Xoom Android tablet, and on an iPad 2: But on our Samsung Galaxy Mini 2 smartphone they kinda look like this: I wrote ...
2
votes
0answers
217 views

Loading custom shader in Monogame

I have been trying to load this custom FX file into a Monogame project, and everything I try fails. (code taken from http://www.david-gouveia.com/scrolling-textures-with-zoom-and-rotation/) sampler ...

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