0
votes
1answer
58 views

Simple shader for sprite interface [on hold]

I have been looking for any examples for a long time, I cant get anything to work (from the examples). I have tried using vertex/pixel shaders, effects files, but they never have any effect on the ...
0
votes
1answer
58 views

Proper way to encapsulate a Shader into different modules

I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP ...
1
vote
2answers
126 views

GLSL to Cg: why is the effect different?

With reference to this question, where I was trying to make the shader compile, I am now trying to make an effect appear. The effect can be shown here, through a GLSL shader: But when I use the ...
1
vote
2answers
126 views

Implementing directional lighting in voxel based polygon-engine

I'm having trouble implementing directional lighting. (I'm not that familiar with 3D.) The problem is that the lighting does not "follow/flow with" the other blocks next to them. How should I fix ...
0
votes
0answers
39 views

DirectX9 Normal/Bump Mapping Weird Texturing Artifact

As you can see the artifact here is like a triangle of the mesh getting more light. The important part of my code is below. This is the vertex declaration. VertexElement[0].Stream = 0; ...
2
votes
1answer
110 views

How can I compile a Direct3D 9 effect from a file?

I started working with shaders recently in DirectX9. I noticed that there is a D3DXCompileShaderFromFile function for IDirect3DVertexShader9 and pixel shader. Which compiles the shader and gives you ...
0
votes
2answers
103 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
4
votes
2answers
110 views

Should I use different input layout for meshes (vertices) with and without normal maps?

I'm writing an DirectX11 game. About 60% of my game models (or "of my vertices") have: Position Texture coordinate Some of them use: Position Texture coordinate Normals And few of them: ...
-1
votes
1answer
93 views

Unity's pack 4 floats

Linked to: GLSL pack floats into an RGBA texture I found EncodeFloatRGBA/DecodeFloatRGBA shader functions in Unity https://gist.github.com/hecomi/9580605 Now I try to figure out how they work. So I ...
0
votes
3answers
161 views

How necessary are shader coders? [closed]

I know that gameplay mechanics programmers, either directly working with source or with scripting are needed, however there are so many shaders written already that I would imagine you could find ...
1
vote
1answer
337 views

glsl shader to allow color change of skydome ogre3d

I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system ...
2
votes
1answer
51 views

How To Set Constants Using ID3DShaderReflection

I got to the point where I am tired of hardcoding shaders and decided that it was now time to look into using ID3D11ShaderReflection to get data from the shader and set my shader's constant buffer ...
3
votes
1answer
123 views

Using normals in DirectX 10

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...
3
votes
1answer
71 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
2
votes
1answer
131 views

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about ...
0
votes
1answer
175 views

Textures not displaying. Problem with fragment and vertex shaders

Hi i have newbe question. I am sending to gpu textures unit and they dont display. This is simple version of my fragment and vertexshader. (More complicated version also dont work with other textures ...
0
votes
1answer
112 views

How to share matrix in HLSL?

I am trying to share this across multiple effect files: matrix worldMatrix : register(vs_4_0, b0); If I set this from one effect file, will it effect every effect file which has the same type of ...
1
vote
1answer
59 views

Does `SetResourceArray` copy the data into the GPU?

I am trying to create multiple textures, and only several of them change every few frames. I don't want to have to copy in the whole array via SetResourceArray for just a few textures that change, ...
2
votes
1answer
334 views

Directx 11: emulating palette swapping with shader 5.0 and c++

i'm trying to swapping the colors using a texture as index and a second one as palette. Here is the full listing of the code: #include <windows.h> #include <windowsx.h> #include ...
0
votes
1answer
578 views

problem using glm::lookAt and glm::perspective

I'm trying to change the code from the 22th tutorial at http://ogldev.atspace.co.uk/, using the GLM library, but the result seems wrong. The problem is shown in the below picture: While it should be: ...
3
votes
1answer
224 views

Multiple pixel shader passes

I currently have a pixel shader that calculates the texture and I have another that calculates the light. I want another shader that does both. What I would ideally like to do is instead of creating a ...
4
votes
2answers
197 views

Shadowmap first phase and shaders

I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the ...
0
votes
0answers
153 views

Radiosity using a hemisphere

I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the ...
2
votes
1answer
363 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
2
votes
1answer
194 views

Hemispherical Projection

I'm trying to implement a radiosity processor. I'm aware of many places online to find information about radiosity. I found a great source on NVidia's website is GPU Gems - Chapter 39 . On this page ...
2
votes
1answer
579 views

Writing to a structured buffer with a compute shader (D3D11)

I have some problems writing to a structured buffer. First I create a structured buffer that is filled with float values beginning from 0 to 99. Afterwards a copy the structured buffer to a CPU ...
4
votes
1answer
598 views

Material System

I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of ...
4
votes
1answer
398 views

How can I emulate point sprites in D3D11?

I have points which I pass to a vertex shader and then to a geometry shader, but now I want to get from the geometry shader a "bigger" point. So the point should get a "dadius" like it was possible in ...
0
votes
0answers
297 views

GLSL gl_ModelViewMatrix breaks my code?

So I have the following shaders which work (to the extent that they are completed anyway). //Vertex Shader uniform float offset; void main() { gl_TexCoord[0].t = gl_MultiTexCoord0.t; ...
4
votes
1answer
923 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 ...
1
vote
1answer
317 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 ...
-1
votes
3answers
266 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 ...
4
votes
2answers
318 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 ...
0
votes
1answer
118 views

Rendering an object more than once

Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has: A diffuse shader A directional lighting shader A texture shader Now the final color ...
2
votes
0answers
882 views

2D water shader in SFML

I want to implement the algorithm for a 2D water surface described here and here. Before somebody finds out, beats me up and deletes this, I'm gonna say it myself. I posted this question over at ...
0
votes
1answer
175 views

OpenGL RTT FrameBuffer question and Rendering to texture while sampling it

What i need to do: Blur the selected texture and pass the texture to another effect for postprocessing. Notice that i want one texture passed all over. How do i want to do this: Bind the FBO ( ...
2
votes
1answer
173 views

Shadow cubemapping?

I am working on a game with C++ and OpenGL 3.2. I have successfully implemented directional shadow maps and now I'd like to upgrade them to shadow cube maps (for point lights). I've done some Googling ...
3
votes
2answers
258 views

Which will be faster? Switching shaders or ignore that some cases don't need full code?

I have two types of 2d objects: In first case (for about 70% of objects), I need that code in the shader: float2 texCoord = input.TexCoord + textureCoord.xy But in the second case I have to use: ...
9
votes
4answers
1k views

Avoid if statements in DirectX 10 shaders?

I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a ...
3
votes
1answer
539 views

Where is the Shader Designer in Visual Studio?

I have Visual Studio 2012 Ultimate and I've been trying to access the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it. Can ...
3
votes
2answers
1k views

Learning OpenGL GLSL - VAO buffer problems?

I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but ...
0
votes
1answer
226 views

Dynamically change shader syntax with the help of C++

I'm starting with the programmable pipeline and the shaders in C++ for OpenGL 3.0+, i would love to be able to change some settings on the fly, for example replacing a function with another function, ...
5
votes
1answer
465 views

Dealing with alpha for 2D per pixel lighting

Right now I've got a simple light shader. Every bitmap I draw goes through it to make up the scene. I only draw quads. texture tex; sampler2D s = sampler_state { texture = <tex>; ...
5
votes
3answers
625 views

Finding out what pixel on the screen the fragment falls on

In my 2D game, I render tiles. I want to do lighting without needing an extra buffer the size of the screen. Either in glsl or hlsl, what could I feed to the shader each time I render a bitmap so ...
1
vote
0answers
251 views

Full screen shader causes performance hit

I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting. To do this, I create a new bitmap each time the display resizes that ...
0
votes
1answer
153 views

My blur gets ugly when radius too high

I have the following h and v blur: Horz texture tex; sampler2D s = sampler_state { texture = <tex>; }; int tWidth; int tHeight; float blurSize = 9.0; float4 ...
2
votes
2answers
1k views

My hlsl shader cannot unroll a loop?

I have this shader: texture tex; sampler2D s = sampler_state { texture = <tex>; }; int tWidth = 1; int tHeight = 1; int blurLength = 3; float4 ps_main(VS_OUTPUT ...
1
vote
3answers
551 views

Shaders not linking correctly

I'm writing a rather simple "ShaderManager" which aids me with loading shaders in Open GL, altough I am having a few issues: The shaders don't link correctly The the attributes don't bind Here's ...
2
votes
2answers
541 views

Lighting problems with Terrain

I'm in the process of learning Open GL and am having issues with lighting on my Terrian, I don't know if the issue is related to how I calculate my normals or the shader itself (I am using the shader ...
0
votes
1answer
685 views

Toon shader with Texture. Can this be optimized?

I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their ...