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

learn more… | top users | synonyms (1)

7
votes
0answers
234 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 ...
3
votes
0answers
68 views

Raymarching tangents

I've recently started to experiment with raymarching over on shadertoy.com. It seems common to find the normal for a distance field like so: vec3 scene_normal(vec3 p) { vec3 e = vec3(0.001, 0.0, ...
2
votes
0answers
56 views

Volumetric grass

I've been extremely interested in volumetric technology. Especially in volumetric grass. The online resources are extremely scarce on this topic. What is the difference from creating a lot of ...
2
votes
0answers
467 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
349 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
85 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
368 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
484 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
315 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
306 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
374 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
15 views

Unity - drawing halos behind everything else

I would like it so that the halos created by the draw halo parameter in spotlights are drawn behind all other meshes etc, currently it does this very weird thing where halos are sliced in half by ...
1
vote
0answers
36 views

Set Render Target usage

I am using Unity and I have some difficulties about understanding the way Set Render Target works and how it can behave with the shaders. Is it possible to render a shader pass in multiple render ...
1
vote
0answers
12 views

Is there a way to control the ordering and grouping of ShaderLab Blend command?

I'm writing a shader in Unity that responds to 3 lights: 1 directional and 2 point lights. The point lights are processed in the ForwardAdd pass (once per light). I need the ForwardAdd pass to blend ...
1
vote
0answers
104 views

Creating lightning effect with glow effect

I am trying to recreate Drilian's lightning bolt in unity and I have faced a problem in the "Adding Some Glow" part. I am missing glow effect (and/ or "rounded beams"). Here is what I am doing: I ...
1
vote
0answers
32 views

Texture shader using model's texture

I'm trying to get a model rendered in monogame using a texture shader. I'm using the code from this tutorial project: http://kgiannakakis.github.io/MonoGameEffects/ I created a simple textured cube ...
1
vote
0answers
49 views

Blinn-Phong lighting on Voxel models

I'm creating a game that is going to use voxel models. However I got stuck when I coded my shader using Blinn-Phong algoritm. Here is how it look (Only care about the red model): As you can see ...
1
vote
0answers
152 views

Using GrabPass for 2D water reflection?

I'm trying to achieve some neat 2d water reflection effect with Unity, something like this: What I've managed to accomplish so far: The problem is GrabPass captures the entire screen but I really ...
1
vote
0answers
48 views

Why would an ambient occlusion (AO) shader's performance be dependent on light direction?

One of my favourite games recently implemented ambient occlusion as a graphics feature, which appears to perform very well in most circumstances - except during sunrise and sunset. As someone who is ...
1
vote
0answers
131 views

why is my (from example) shader appearing as black?

I have the following (very simple) shader: #pragma kernel CSMain RWTexture2D<float4> Result; [numthreads(8,8,1)] void CSMain (uint3 id : SV_DispatchThreadID) { Result[id.xy] = ...
1
vote
0answers
114 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 ...
1
vote
0answers
80 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
98 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
59 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
33 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
107 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
49 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
131 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
75 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
158 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
192 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
444 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
66 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
92 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
136 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
186 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
477 views

How does this bezier curve rendering shader determine if a curve is concave or convex?

I have read an article about rendering quadratic splines on a GPU with a shader. The algorithm is explained like this: For each quadratic Bézier curve we use Bézier control points of the curve to ...
1
vote
0answers
122 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
56 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
267 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
98 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
3k 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
223 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
769 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
266 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
287 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
15 views

What is dynamic branching in shader? And How to check which runs on android phone?

Is it simple "for" or "while" in loop with variable? Is it standard term? I have errors on some android devices with "for"-terms. [0020.31] Log: Compiling Shader 0x8200000000_0x3000000000000000, ...
0
votes
0answers
31 views

Unity - Meta pass and Precomputed Realtime GI

I am writing a shader in Unity and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a ...
0
votes
0answers
18 views

Pass uniforms to Filter's shader

I wanna implement this shader (https://www.shadertoy.com/view/MslGWN#) in PhaserJS state. So i transformed the shader to WebGL style. I overload Phaser.Filter's update function to pass iChannel ...
0
votes
0answers
18 views

OpenGL, glDrawElementsInstanced behaving differently on NVIDIA GPU than AMD

I have an AMD GPU on my desktop, AMD HD 5770. I am working on a project on my desktop for over a year. In the scene, I have instanced grass and instanced trees. Everything is working fine on desktop, ...