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

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4
votes
2answers
1k views

Real time reflections

I just had a quick look at the new Crysis 2 DX11 update, and was quite surprised by some of the new features, especially the real time reflections on moving models. From what I could gather, there are ...
1
vote
0answers
568 views

How can I run the pixel shader effect? [closed]

Stated below is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in ...
4
votes
1answer
824 views

Using raw vertex information for sprites rather than SpriteBatch in XNA

I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting ...
5
votes
1answer
315 views

How can I test shaders for nVidia on an ATi system?

I and our other devs have ATi graphics cards. However we have encountered that some shaders that compile without warnings on ATi don't compile at all on nVidia. The problems are trivial to fix, but ...
2
votes
1answer
566 views

Writing the correct value in the depth buffer when using ray-casting

I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the ...
2
votes
2answers
1k views

Calculating vertex normals on the GPU

I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: ...
4
votes
3answers
3k views

How can I draw the depth value in GLSL?

I want to draw the depth buffer in the fragment shader, I do this: Vertex shader: varying vec4 position_; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; position_ = ...
6
votes
2answers
951 views

Casting a shadow over a whole scene with GLSL in 2D?

I'm making a (non-isometric) side scrolling 2D game and I want each fragment that I draw to cast a small drop shadow when it is near another object. What sort of algorithms are used in fragment ...
1
vote
2answers
1k views

Pixel Shader Giving Black output

I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel ...
4
votes
1answer
445 views

Direction vector in raycasting

When I read about how to get the direction vector in raycasting, for example on this site: http://www.daimi.au.dk/~trier/?page_id=98 They first render the mesh with front face culling and then with ...
4
votes
3answers
2k views

Loading and using an HLSL shader?

I've been looking everywhere and all I can find are tutorials on writing the shaders. None of them showed me how to incorporate them into my scene. So essentially: Given an hlsl shader, if I were to ...
2
votes
1answer
2k views

How to make a custom semantics HLSL shader for the pixel shader

I'm pretty sure it's possible but i have no idea how. Could anyone tell me how to make a custom semantic for a pixel shader. Thanks
0
votes
1answer
134 views

How can I apply a shader to images in a map in XNA?

Basically, what I'm trying to do is apply a shader to my background image and only the background image. The problem is: the background is actually made up of tiles that are picked out of a list of ...
2
votes
1answer
2k views

OpenGLES 2.0: Rendering Multiple Sprites - Texel Corruption

I'm having a tremendous time getting the second (or additional) sprites in my game engine to render properly. The first one always works great: it is positioned and sized properly in screen coords, ...
3
votes
1answer
2k views

How to make a gaussian blur effect in UDK

I want to make a plane shape (surface) that have a gaussian blur applied to it and this plane is transperant, so all objects behind it looks like they are having a gaussian blur effect.
0
votes
2answers
2k views

OpenGL ES 2.0: Calculated Cube Vertex Normals Verification

Could I kindly ask to confirm, that the calculated normals are correct, please? I have calculated them on my own, but my testcube is still strangely lighted within OpenGLES 2.0. The vertices were ...
11
votes
6answers
14k views

OpenGL ES 2.0: Repository of Quality Shaders

Could I kindly ask, to suggest me a repository of high quality OpenGL (OpenGL ES 2.0) vertex and fragment shaders, please? I am looking for pixel based ligting shaders (such as phong) and simmilar. ...
1
vote
1answer
383 views

Output from vertex shader in D3D9

I've been looking at creating some 2D rendering systems in D3D9, basically because I don't like ID3DXSprite. For the output of the vertex shader, what co-ordinate system does the run-time expect ...
2
votes
2answers
726 views

Learning Shaders in XNA

I am trying to learn how to use Shaders for a 2D XNA project I am working on. To test them out, I was trying to make a white triangle become colored using a super simple Pixel Shader, and I can't get ...
8
votes
1answer
1k views

Any good books on graphics programming?

I've been looking for a book that takes a bottom-up approach for graphics programming. So something that starts with 2d filtering, maybe moving into normal mapping, then ambient occlusion, etc. I ask ...
7
votes
3answers
3k views

Rotating a vector by another vector in shader

I have a terrain surface with a normal for each point on the terrain. I have a second detail normal map to be applied to the terrain. These normals are in 3-space. The Y value of both normals is ...
7
votes
1answer
1k views

Adding a simple mix() destroys the framerate

I have a very simple shader and added linear fog via mix like this: finalColor = mix(finalColor, vec3(0.5, 0.8, 0.95), vUVoutAndViewZ.z); Note that the view Z distance is in the variable that also ...
2
votes
1answer
250 views

pixel shader and vertex shader problem in visual studio 2008

I have just installed XNA for VB2008 professional, now i try to run my first game development and i get this error, any way around this, am using windows xp sp3 my system configuration Host Name: ...
6
votes
1answer
3k views

gl_PointCoord always zero

I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) ...
8
votes
1answer
327 views

Overview/showcase of shader techniques/uses for games

I am looking for resources that can provide me with a better understanding of what kind of things shaders are used for in games, what they can do, and maybe even more importantly, what they cannot. I ...
14
votes
3answers
5k views

Why do pixel shaders not let us read directly from the framebuffer or the depth buffer?

Letting me sample the framebuffer or the depthbuffer in the pixel shader would be an extremely useful feature. Even just being able to know the depth or the color of whatever is behind the current ...
4
votes
4answers
1k views

From camera coordinates to world coordinates

I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work. From world to camera is clear: cameraPosition = ...
6
votes
2answers
905 views

Rendering collections of light sources

I have a small test environment where small point lights are scattered. Players should able to collect them. The collectible lights are rendered using a simple billboard technique where two triangles ...
1
vote
2answers
441 views

OpenGL ES multiple indices

I need suggestions for the best method of acheiving what I am trying to do: -Using either OpenGL ES 1.x or 2.x I need to pass a bunch of vertices to the GPU. Each one has 3 attributes: Position, ...
1
vote
1answer
488 views

OpenGL ES indices optimization

I am using OpenGL ES 1.x/2.x I have 2 attributes to be passed to the GPU(one is colors, one is vertices, one color per vertex). I use indices. Both attributes will use the same indices array This ...
14
votes
4answers
26k views

Fastest way to draw quads in OpenGL ES?

I am using OpenGL ES 2.0 I have a bunch a quads to be drawn, would love to be able to have to pass only 4 vertices per quad as if I were using GL_QUADS, but basically I just want to know the best way ...
14
votes
1answer
2k views

Shadow map artifacts

I want to try adding shadows to a 3D XNA game. I've set up some testing environment with one light and one camera. However, I'm running into artifacts with my approach. I'm using the shader code from ...
0
votes
1answer
975 views

OpenGL - resize texture when using cubemap

I want to resize my texture. I am using cubemap to compute reflection. I want to use this cubemap to draw skybox. Skybox is drawn but I want to resize texture down, because it is dilated. As I wrote ...
4
votes
2answers
819 views

Optimising the modelview transformation in GLSL for 2D

So, the standard way to transform vertices and then pass to the fragment shader in GLSL is something like this: uniform mat4 u_modelview; attribute vec4 a_position; void main() { gl_Position = ...
2
votes
2answers
4k views

How do I create a sky box with OpenGL ES 2.0?

Can you give me hint to any good sky box example in OpenGL ES 2.0? I have found only OpenGL and does not work for me. I am doing it this way: Initialization: glUseProgram(m_programSkyBox.Program); ...
16
votes
2answers
9k views

Is there a successor to RenderMonkey? [closed]

I'm starting with GLSL shader programming and have been looking into RenderMonkey. Sadly, AMD no longer supports it. Why? Is there a successor to it?
5
votes
2answers
1k views

Different number of lights => different shader

I have a shader that computes lighting for each light. PointLight PointLights[10]; uniform const float NumPointLights; for(int i = 0; i < NumPointLights; i++) { lightVec = ...
6
votes
3answers
7k views

shader tutorial for unity

I would like to start developing my own shaders within unity. For starters I would like to do a screen spaced blur. Are there any good tutorials to learn shader development besides the official ...
2
votes
3answers
3k views

2D shader to draw representation of rotating sphere

I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a ...
2
votes
2answers
811 views

Compatibility between DirectX 9 and DirectX 10 shaders

I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have ...
19
votes
3answers
3k views

What is a fragment?

What is a fragment in a fragment shader? Wikipedia says that: In general, a fragment can be thought of as the data needed to shade the pixel, plus the data needed to test whether the fragment ...
6
votes
1answer
2k views

Atmospheric Scattering

I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: ...
14
votes
2answers
14k views

GLSL Shader Effects: How to do motion blur, etc?

I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art ...
1
vote
1answer
404 views

Mandelbrot set not displaying properly

I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, ...
7
votes
4answers
1k views

glsl demo suggestions?

In a lot of places I interviewed recently, I have been asked many a times if I have worked with shaders. Even though, I have read and understand the pipeline, the answer to that question has been no. ...
16
votes
1answer
3k views

The practical cost of swapping effects

I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect ...
5
votes
2answers
736 views

What does the term 'photorealistic' really mean?

I was wondering about the term 'photorealistic' in regards to rendering and was wondering how this is used. Is it used to describe a shader (or set of) that have certain quantifiable features? Or any ...
8
votes
1answer
727 views

What is a rim shader used for?

What does a rim shader do and what is it used for? In what cases would it make sense to utilize a rim shader?
2
votes
1answer
270 views

Bluring behind something then drawing text?

I want to basically make a blur shader in glsl and use it like Windows 7 does for Windows. I want to for example draw something and then blur a rectangle, then draw text over it. If someone could ...
2
votes
1answer
586 views

Doubt about texture waves in CG Ocean Shader

I'm new on graphical programming, and I'm having some trouble understanding the Ocean Shader described on "Effective Water Simulation from Physical Models" from GPU Gems. The source code associated to ...