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

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3
votes
1answer
309 views

Shader that draws just vertex points

The game I am developing is in unity and I want to make a shader which can be put on a mesh that only 'draws' color on each vertex point. I am not proficient with shaders, and out of all my searching ...
0
votes
0answers
17 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, ...
16
votes
2answers
417 views

How can I implement a short-cut grass effect?

I've been looking at some screenshots from games like Rocket League and FIFA: and I started wondering one would achieve the short-cut grass effect. Is it a shader? Is it actual geometry? Or ...
0
votes
2answers
65 views

How do I start and stop a GLSL shader?

Is there a way to start and stop a shader?. I want to use this shader to sweep once over my texture and then stop. Does anybody know how to do that? void mainImage( out vec4 fragColor, in vec2 ...
1
vote
1answer
110 views

3D GUI Shader Problem

So I want to create one of these in my directX11 project. The little axis there that shows you the direction. I have a nice 3d shader for my world geometry that I tweaked from Frank D. Luna (He ...
0
votes
0answers
25 views

Device.SetRenderTarget Prevents Shader From Executing

Using DirectX 9 and C++. I'm trying to finalize this code to run a HLSL shader on in-memory data. In theory it should be working. In practice the shader doesn't run. ...
1
vote
0answers
99 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 ...
0
votes
3answers
1k views

Can't render to FBO using a shader

I've added functionality so that I can render to a framebuffer (for post-processing and stuff). I can successfully render to my framebuffer and then render that framebuffer, but anything with a ...
0
votes
1answer
158 views

Having trouble getting shader to work with sprite batch in XNA #4

I found a neat "CRT screen" effect shader on the web, but I've never used shaders before and I can't seem to get it working properly. If I do the second sprite batch in my code here normally without ...
0
votes
0answers
21 views

How to Set Compiled Pixel Shader

When compiling a shader with D3DXCompileShaderFromFile, it works. But what if the shaders are pre-compiled into .cso files? I have this function. It fails. What's the proper way of loading the pixel ...
0
votes
1answer
21 views

How to Create Device with D3DFMT_A32B32G32R32F

I'm trying to create a DirectX9 device to copy video frame data from one memory buffer to another while processing it through a HLSL shader. I will need half-float or float precision for each channel. ...
4
votes
1answer
107 views

GLSL 2D Silhouette

I'm trying to render a silhouette of any entity behind foreground objects to indicate their position to the player. Here's an example of what I want to achieve, from Hyper Light Drifter: From what ...
1
vote
1answer
32 views

Math behind XNA's spriteBatch.draw() color parameter?

I'm trying to make a shader that changes the color of a sprite the way the XNA spriteBatch.draw() color parameter changes color. I don't know exactly what it is called (the closest word I can think of ...
1
vote
0answers
31 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 ...
2
votes
1answer
84 views

Why is addressing an array of vectors more efficient than addressing an array of matrices in Cg?

According to Nvidia's Cg tutorial (in the note section right under 6.5.2), addressing an array of vectors seems to be more efficient than addressing an array of matrices. The reason it mentions is ...
0
votes
1answer
48 views

Transformation problems with hardware instancing in DirectX 11

I'm getting some wonky geometry in my application when trying to use instancing. I'm not sure if I'm doing the mapping of my per instance data wrong. This is how my mapping looks like: XMMATRIX scale ...
0
votes
0answers
49 views

Run Simple HLSL Pixel Shader with DirectX 9

I'm trying to run HLSL Pixel Shaders with DirectX 9 where I feed a texture in, run the HLSL code and copy the resulting texture back from memory. I think I'm getting pretty close, although a LOT of ...
0
votes
1answer
53 views

Will DirectCompute run this HLSL code

I found a sample about how to run a HLSL code with DirectCompute. https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 This is the HLSL script I want to run ...
0
votes
0answers
20 views

Cube map for texturing edge distortions

I am using a cube map to texture a sphere and all is well except the seams that become very noticeable near the corners of the cube. I have tried to correct the sampling coordinates in the shader, ...
0
votes
1answer
67 views

Achieving Retro Resolution with HD

I couldn't really find any tips on this (or perhaps I just lack the proper words once again), but I'm thinking about how to get some retro looks (SNES 16 Bit, specifially) using a modern system. ...
0
votes
1answer
88 views

OpenGL texture seams

I'm atempting to make a game using OpenGL. So far I have loaded an .obj model, and I have generated a terrain as well as a very simple UI. My issue is that it 'seams' (tihi : P) that there are some ...
0
votes
1answer
60 views

Unity: cg fragment shader processing array of points

I need to write a fragment shader which would somehow be aware of N points that are in the scene and darken pixels based on their world coord distance to the points. I'm looking for a method that ...
0
votes
0answers
20 views

HSLS shader for floating point (grayscale) textures

I have the following problem: Input data is a float[], representing a 2D texture with floating point values (I need the dynamic range to be larger than 255), e.g. size 100x200. I would like to ...
1
vote
1answer
56 views

ETC1 Support on android alpha problem (GLSL cocos2d-x)

I want to support etc1 in my game, but somehow it doesn't work (I'm using cocos2d-x C++ GLProgram* glp = new GLProgram(); glp->initWithVertexShaderFilename("testv.vsh", "test.fsh"); ...
0
votes
0answers
73 views

Outline with toon shader in unity is way too large

This is what's happening to the model I've attached this toon shader to. It seems to be creating this black hole of some sort and I can't figure out why and how to fix it. I would just like it to ...
0
votes
0answers
30 views

Add Atten property in Unity Shaderlab

In Unity Shaderlab shader, Is there any way to apply _Atten value? Using surface shader, and vertex/fragment shader I can do it easily. But, I didn't find any reference to do that in Shaderlab ...
1
vote
1answer
44 views

Environment mapping - cube mapping using OpenGL

I'm trying to do cube mapping. Problem is that I'm getting this: This is what I get when I rotate it: But it should look like this Here is code for vertex shader varying vec2 tex_coord; void ...
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 ...
3
votes
2answers
120 views

Render Occluded pixels to gray color

In 3d space, objects can be occluded by another objects. By depth testing, the occluded faces are skipped rendering. Only the nearest(smallest) depth value pixels are drawn. But, sometime we need to ...
10
votes
2answers
2k views

Rorschach ink blot (aka Psychology test pictures) shader

I want this magnificent pattern to be in my game. So far I have figured out... Draw one side, then render it twice left and right. How do I render this pattern on one side? hmm... I need help. ...
0
votes
1answer
51 views

To FX or not to FX

General confusion... I'm not using Effects11 yet. Regarding the sorting/grouping induced by filenames: Initially I had them grouped by shader type: SomePurpose1.hlsli SomePurpose1_SubPurpose1.hlsli ...
1
vote
1answer
59 views

How to debug a GLSL shader? [duplicate]

I cannot find any tutorial in Google and Youtube. I have a C++ program that uses OpenGL ES 2.0 API to render something on the screen. How can I debug my shaders? Any step-by-step guide? What is the ...
3
votes
1answer
295 views

How do I use unpackHalf2x16?

I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); ...
4
votes
3answers
680 views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
4
votes
2answers
174 views

Discoordinated Chromatic Aberration Effect

The game Teleglitch heavily utilizes the CA effect with screen distortion. I am trying to achieve this effect. Issue 1. How to not apply the effect onto the floor? (solved) They render the screen ...
0
votes
0answers
44 views

speed/power trade-offs in sprite-based vs shader-based games?

I'm trying to understand how expensive (speed-wise and battery-wise) certain shader-based code is compared to the sprite-based code I'm used to. I apologize up front that this question is a bit ...
1
vote
0answers
150 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 ...
0
votes
0answers
81 views

Taking a 2D slice of a 3D volume

I have a regular 3D polygon and I'd like to display 2D slices of it. What is the best way to achieve this? (Preferrably in OpenGL, but a general algorithm/tecnique would be good as well). I've ...
1
vote
1answer
110 views

What is the fastest way of reading an atomic counter?

I have an atomic counter in my fragment shader that my application reads after each drawcall. I am currently using glMapBufferRange with GL_MAP_READ_BIT set. This absolutely destroys my applications ...
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 ...
0
votes
1answer
68 views

Basic vertex shader, moving

I am new in shader concepts and I am trying to implement a sprite of 8x8 in OpenGL ES. I want to move the texture in the vertex shader but I cant figure out how to this, my code may be wrong, feel ...
1
vote
1answer
83 views

Share a function between two passes inside CG Shader for unity3d

I'm writing a shader in CG language for Unity3d. When making transparent object you need to create two similar passes in SubShader. First to render only back faces (with Cull Front) and second to ...
3
votes
1answer
143 views

2D day night mapping

I'm looking for this kind of effect MINUS the lights and snow (Another problem). It needs to change depending on the time of year. Doesn't need snow or city lights. Now I'm pretty new to shaders ...
1
vote
3answers
29 views

How to sample a texture with specified LOD in SM 2.0?

That is my question, in SM 3.0 there is the HLSL intrasic function tex2Dlod to pick a color on a texture2d at specified coords and specified level-of-detail. But after long search on the web, I don't ...
0
votes
0answers
67 views

Alpha Lambert Shader Transparent even when Alpha is 1?

So I'm writing a shader that has to be differently transparent in different spots. However, when I use #pragma surface surf Lambert alpha, the object is partially transparent even when I force alpha ...
1
vote
1answer
130 views

Pixel Shaders To Create Predator Effect

I am learning shaders, and I figured I would try to use them to create sort of a predator effect. I got to the point where I rendered my level to a rendertarget and passed that to the shader file, ...
1
vote
0answers
129 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] = ...
0
votes
0answers
28 views

Phong shading blows out things close to white [OpenGL]; is there a way around this?

I'm doing per-pixel lighting using the Phong shading model. In pseudo code this looks like: vec4 ambientColor = light.ambientIntensity * material.diffuse; vec4 diffuseColor = light.diffuseIntensity ...
1
vote
1answer
183 views

OpenGL ES 2.0 and atlas

I'm trying to draw elements from a texture atlas with OpenGL ES 2.0 Currently, I'm drawing my elements using something like this in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
0
votes
0answers
33 views

Slick2d - apply shader

I have a problem. I'm trying to apply a shader to the whole screen. Since I haven't used shaders before I don't know how to pass the texture to the shader. Everything else works... So here are the ...