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

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6
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0answers
156 views

Ogre PSSM Grass Receiving Shadows

So I made the switch to Ogre3D (v1.7) and using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grasses. In a nutshell, I would like to achieve this kind of ...
2
votes
0answers
384 views

How can I combine my scrolling effect with the vertex lit shader?

I want my shader to work in both Forward and VertexLit rendering modes. I'd written a texture scrolling shader, but I also want to consider lighting which is produced by Vertex lit shader. I can't add ...
2
votes
0answers
288 views

Ashikhmin-Shirley model implementation: ugly result

I am trying to implement the Ashikhmin-Shirley model using these formulas: This is the GLSL 1.2 fragment shader code: uniform vec4 materialAmbient, materialDiffuse, materialSpecular; uniform ...
2
votes
0answers
84 views

Framebuffer Heightmap Performance Problems

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...
2
votes
0answers
323 views

Monogame working with Krypton

I am trying to make a simple 2D game engine using Monogame and the Krypton 2.0 lighting engine. So far I have succeeded in rendering a light but I am unable to generate any shadows from any hull's. ...
2
votes
0answers
377 views

How to create heat haze effect in Libgdx?

I would like to create a heat haze effect for a 2D game I am making. Do You have ideas or suggestions, how to get that effect. I am using Libgdx(OpenGL 2.0). Thank You in advance!
2
votes
0answers
430 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
0answers
286 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. ...
2
votes
0answers
293 views

Kinect User Silhouette Shader

I have this usermap from kinect's depth data (size is 320x280) and i want to display it on my game. The problem, of course it's ugly (first image) and i want to have beautiful effect like in the ...
2
votes
0answers
362 views

Normal maps in 3dsMax - OgreMax - how to view associated tangent vectors?

Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...
1
vote
0answers
38 views

Sprite outline based on light position in UE4

I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
1
vote
0answers
43 views

Glow shader limited by the texture area

I'm working on a glow shader (for 2D engine Futile relying on Unity). It works OK but the effect is limited by the texture area. Except from adding a lot of empty pixels around the textures (which ...
1
vote
0answers
35 views

Generate a large data structure using a compute shader

I know that RWTexture2D Result; void CSMain (uint3 id : SV_DispatchThreadID) { Result[id.xy] = float3(1,2,3); } will result in an texture containing the numbers 1,2,3 however I'm ...
1
vote
0answers
26 views

postprocessing shader destroying viewport on linux?

Basically I implemented gamma correction into a q3 based game to get rid of the annoying SetDeviceGammaRamp. On windows and macosx everything works fine, but on linux it draws garbage. It looks like ...
1
vote
0answers
52 views

OpenGL: Avoid geometry shader for cubemap framebuffer

I want to render an environment map into a cubemap framebuffer but I dislike the fact, that I have to use the geometry shader to set gl_Layer because the geometry shader would be a basic passthrough ...
1
vote
0answers
29 views

SpriteBatch passing textures to GPU

How exactly (or, how often) are textures passed to the GPU shaders in MonoGame/XNA? I am asking because I was profiling a MonoGame/XNA application and noticed that the memory controller load (using ...
1
vote
0answers
86 views

Understanding diffuse lighting in The Division

Here is a screenshot of the main character walking under a bright lamp: His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making ...
1
vote
0answers
55 views

Sprite framework binding multiple textures

In an attempt to batch render as many quads (sprites) as possible, I'm instance rendering a single unit-sized quad and passing in a buffer of per-instance data that includes width/height, texture ...
1
vote
0answers
139 views

OpenGL Bump Map — Texture artifacts ?

I am learning OpenGL (and learning the math behind it) and I'm making a simple OBJ viewer, nothing fancy. I have diffuse, specular and ambient light/texture working fine and now I am implementing the ...
1
vote
0answers
138 views

Unity Free Inverse Depth Mask?

How would it be possible to create an inverse depth mask? In this case, I refer to a depth mask as a shader attached to a mesh that 'pokes a hole' through the current camera layer to let you see the ...
1
vote
0answers
303 views

How to implement efficient Fog of War?

I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the ...
1
vote
0answers
64 views

Multi Pass Blend

I am seeking the simplest working example of a two pass HLSL pixel shader. It can do anything really, but the main idea is to perform "ping ponging" to take the output of the first pass and then send ...
1
vote
0answers
69 views

Compute min/max position of tile in compute shader

I'm trying to implement tiled deferred lighting with OpenGL compute shaders. For that, I need to compute the minimum and maximum position of each tile. My first approach was to use atomicCounters ...
1
vote
0answers
114 views

SpotLight in ForwardBase pass using forward rendering

Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)? For what I could see since now: Unity use and ...
1
vote
0answers
174 views

How to fix problem in serpentine case using Blinn/Loop algorithm

I'm trying to implement Blinn/Loop algorithm to render cubic bezier on shader. I calculate the curve type using code below (v0, v1, v2, v3 are cubic bezier segment): CurveType ...
1
vote
0answers
111 views

Can't understand the Schlick model formula

I'm trying to implement the Schlick shading model in the fragment shader. I took the formulas from Karsten Schwenk's "a survey of shading models for real-time rendering": First of all I don't ...
1
vote
0answers
53 views

Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation

I'm trying to implement the approach (http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf). Unfortunately I'm not quite clear regarding the formulas in chapter 3, I am hoping to get some ...
1
vote
0answers
217 views

Cylinder scrolling / wrap-around world using shaders?

I am making a 2D game using OpenGL ES 2.0 (libgdx), where the world will wrap-around itself on Y-axis. Apart from implementing the "modulo" method in my rendering code, I'm wondering whether it's ...
1
vote
0answers
92 views

How do I align textures properly with an exploding sprite / breakable body?

I'm working on a game based on Box2D and Starling which includes breakable bodies - bodies/objects that when hit with sufficient force break apart (into smaller pieces). I've managed the physics part ...
1
vote
0answers
2k views

Multiple Render Targets, Multiple Fragment Shaders

I render a normal and a depth image of a scene. Then I want to reuse these two images to do further texture/image processing in a second fragment shader. I use a framebuffer with 3 textures attached ...
1
vote
0answers
214 views

Vertex shader to Pixel shader NVIDIA problem - restarting drivers

I have problem with my shader on NVIDIA cards. On AMD it's working right. Shader Builder exported CODE: //ROOT //PSParts //VSParts //Samplers sampler sLod23ColorGround : register(s0); sampler ...
1
vote
0answers
663 views

Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both ...
1
vote
0answers
252 views

Outline Shader Effect for Orthogonal Geometry in XNA

I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I ...
1
vote
0answers
275 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
0answers
16 views

Multi-layered tilemap

I need to be able to efficiently render a tilemap which can be constructed this way: There is one non-transparent base layer Then there can be 3 partially-transparent layers on top of it. Each tile ...
0
votes
0answers
12 views

How to sample png heightmap in HLSL

I am working on simple parallax shader and I have problem with sampling height texture for value. My aproach amples texture and give me RGB values of picture: tex2D(TextureHeightSampler, ...
0
votes
0answers
52 views

OpenGL model transforms wrong on AMD GPU

I've been writing a program that uses OpenGL to display some simple 3D models (rays, cuboids, spheres and simple meshes). I am targeting the programmable pipeline in OpenGL 3.2. So far I have been ...
0
votes
0answers
21 views

Shader to mask image with polygon

I'm new to graphics programming and GLSL in particular. I'm working on a 2D game and the setup is as follows: There is an image on the screen (a sprite in the game engine [Cocos2d-x if it matters]) ...
0
votes
0answers
29 views

Outline of plane slice of arbitrary object

How would you extract the outline of a shape from slicing a plane through an arbitrary object? Note: This is related to my Unity Answers question, but not exactly the same.
0
votes
0answers
37 views

MonoGame Shader - 2MGFX cant compile in SM4

am trying to compile three .fx custom shader files from a monogame sample project, i am tryting to get running for windows phone. The GaussianBlur.fx file is: // Pixel shader applies a one ...
0
votes
0answers
31 views

How do I use two or more shaders in the same object in unity

ok guys, so I have a basic ramp shader I copy from the unity shader cookbook. It's just a basic ramp shader. And then I got another shader I got from the unity shaders wiki, which is basically an ...
0
votes
0answers
52 views

Is Phong shading supposed to be so camera-angle dependent?

I'm not sure if I have a bug in my code or not. It seems like it's a bug, or at least a major shortfall. Here's two images of the same model at slightly different angles (by moving the camera): As ...
0
votes
0answers
39 views

Unity material is missing after compilation

I have a piece of code that signals the player that a projectile has hit its target. Everything works fine during the playmode, however after I compile it, it acts as if there was a missing material. ...
0
votes
0answers
24 views

Can i use shaders in allegro without opengl?

I'm currently learning opengl but it seems quite complicated so i considered using some library like sdl or allegro. I noticed that allegro has some built in functions to create and attach shaders. ...
0
votes
0answers
29 views

Textured/Vertex Colored Shader fallback

I have this simple ShaderLab shader that I use for particles, among other things (it's more complicated than this but I have omitted the unnecessary bits). When I do not specify a texture, it falls ...
0
votes
0answers
31 views

unity pass texture from one camera to another for shader

I'm working on a system where I have to get a texture from one camera to another (render a -> render b) is there an easy way to do this? For a simplified example this would be used to get the ...
0
votes
0answers
20 views

converting HSLS gives error

I'm using the following parser: https://github.com/unknownworlds/hlslparser I also have the following code: /* * Bo Sun, Columbia University, All rights reserved * ...
0
votes
0answers
27 views

Strange result, when changing variable name

I have no idea, what is going on. The mat4 xxx is the cause. Renaming it to "bones"/"bone_transfromations" etc. won't work it gives me an error. Renaming it to "test" works perfectly fine... This is ...
0
votes
0answers
30 views

How to implement data structures for shaders

I'm currently researching computer graphics and esp. how to combine research and it's practical applications. To get started I wanted to implement the methods used by a few papers. First of which I ...
0
votes
0answers
44 views

Good system for experimenting with shaders in different languages

I'm trying to experiment a bit with shaders and they have been programmed in several different languages (GLSL, Cg and HLSL). Now most systems (dirrectX, openGL) have only support for one of them. ...