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

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1
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1answer
999 views

How do you make a water shader?

I'm working on a minecraft-like world and recently saw this video with a water shader. I searched but couldn't find any good info on how to do something similar. Maybe I'm just googling the wrong ...
5
votes
2answers
764 views

Which are the most futureproof languages for graphics (shader) programming?

I have written some GLSL and Cg shaders a couple years back. I am starting another graphics engine project and I want to choose my technologies carefully so that my code will be accessible years down ...
3
votes
1answer
895 views

How'd they do it: TF2 payload cart glow?

How did the creators of TF2 make the glow on the payload cart visible through walls? Is it possible to implement this in Unity's shaderlab?
38
votes
1answer
5k views

How can I reduce aliasing in my outline glow effect?

I'm trying to replicate the glowing outline effect in the Left 4 Dead game. The effect causes an objects outline to glow, even when the object is occluded. Here is a screenshot of the effect: I'm ...
5
votes
3answers
860 views

Can anyone recommend a 3D model viewer with shading? [closed]

I am looking for a simple real-time OpenGL based render engine to show a 3D model on screen. I prefer using 3DS Max's 'shader' materials (real-time materials) for editing. Do you know any good ...
11
votes
3answers
743 views

Is there an alternative to decals that will let me put bullet holes on a complicated object?

I'm trying to figure out a way to do "bullet holes" but actually apply the texture at the shader level? If I'm dealing with a model which doesn't have a "flat" face I'd like to be able to wrap the ...
1
vote
1answer
670 views

XNA - multiple VertexBuffers?

I'm trying to learn how to use VertexBuffers in XNA 4.0. I can render wireframe shapes and I can render textured shapes. However, I'm having some trouble rendering them both at once. I'm ...
1
vote
1answer
865 views

Multiple Render Targets not saving data

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
1
vote
1answer
878 views

How to properly set up XNA shader?

I'm trying to get a basic shader to work in XNA. I pass in a bool value called "TextureEnabled" to indicate whether or not it should expect some UV texture coordinates. But regardless of what I pass, ...
3
votes
0answers
1k views

Sampling from depth texture causes shader to stop working [closed]

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
4
votes
2answers
537 views

Phone complains that identical GLSL struct definition differs in vert/frag programs

When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 ...
2
votes
1answer
2k views

I cannot update a shader constant via a constant buffer in DirectX 11

I've tried everything I can think of, but I cannot get a constant buffer to update a variable in my shader in DirectX 11. I followed the examples on msdn. I read and re-read the articles on constant ...
3
votes
2answers
1k views

implementing multi pass rendering in a game engine

I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
9
votes
1answer
416 views

How can I incorporate physics into a procedurally generated world from a geometry shader?

Essentially I want to remove the need for generating coherent noise from the CPU to the GPU. From there, I also want to generate the terrain for a three dimensional world using this noise as densities ...
6
votes
1answer
2k views

How to manage shaders?

I've done some shader programming some time ago but only simple stuff. I'm especially interested in how do you manage shaders? Do you just write one of each kind, or do you need more of them? If so, ...
6
votes
4answers
1k views

Spell Effects/Shaders

I want to be able to achieve spell effects that cause a fragmenting/discoloring effect on the sprite. The first couple seconds of this video http://www.youtube.com/watch?v=HNCFh7mkvuc shows what I ...
3
votes
2answers
8k views

Can't update DirectX11 shader constant buffer [closed]

Alright, I'm currently making the transition from DirectX 10 to DirectX 11 (with very little help from the MSDN documention) and recently ran into a snag with updating a shader's constant buffer. My ...
1
vote
2answers
937 views

Using a shader messes up my alpha in XNA

I'm making a 2D game that ends up being too dark on some laptops, so I figured I'd use a shader so people could brighten it up if need be. Unfortunately, once I got it in there nothing would fade in ...
4
votes
1answer
908 views

Shader effect similar to Metro 2033 gasmask

I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get ...
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
569 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
828 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
316 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
575 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
954 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
448 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
3k 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
390 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
728 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
332 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
909 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
489 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
27k 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 ...