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

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45 views

How do I procedurally generate a histogram from an image?

I have a media player application which uses shaders. I'm searching for the best way to generate a histogram for the displayed image. I've thought of these 2 approaches: Generate histogram using ...
0
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1answer
54 views

When do I need to call `glUseProgram`?

Looking at examples at http://learnopengl.com/#!Getting-started/Hello-Triangle and many different places, I've found that the draw sequence usually goes like this: // setup VBO, VAO, load shaders ...
6
votes
1answer
250 views

How to do Chromatic Aberration on a transparent background?

I have a problem with a chromatic aberration shader effect... If I produce the effect on a white background I get exactly what I want: But if I do the same effect on a transparent background I get ...
0
votes
0answers
14 views

How to do an xBR or hqx filter in MonoGame?

I have been trying to implement an HD filter (xBR or HQX) in my MonoGame game project but so far got no success. I have checked out this question, but the shaders provided in the answers don't seem to ...
1
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1answer
1k views

OpenGL Shader Storage Buffer Objects array length problem

Ok guys, I think I have a very strange problem. I have an old laptop, but its HD 6370M currently supports opengl 4.4, so i decided to learn how to use some new features of this platform, so after ...
1
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0answers
110 views

How can I create a wind visual effect like Ori?

I'm working on a mobile game in Cocos2D. The game mechanic is very similar to Ori and the Blind Forest's parachute (Kuro's feather) mechanic. I want to be able to render a visual effect for wind ...
2
votes
1answer
1k views

How do I create a manual object with colors for each vertex?

How do I create a shaded manual object with colours for each vertex? Eg if ogreObj is the Ogre::ManualObject : ogreObj->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST); ...
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0answers
39 views

Pixel Perfect Texture Sampling

Right now I am using the following two shaders to render a sprite from a texture used as a sprite atlas onto a canvas that has canvas_size pixels in screen coordinates. I use a static quad as input ...
2
votes
1answer
5k views

Additive “Sprites/Default” shader

The Sprites/Default shader multiplies the color with the provided tint, while I need to add it instead. I fixed this copying the shader (taken from here) and simply changing the line return ...
1
vote
0answers
11 views

Unity: Built-In Shader Transformation Explanation Resource

I'm working on some of my first shaders and taking a look at the variables included by cginc I see this list of transformation matrices: I've watched some beginner talks and I understand what the ...
3
votes
1answer
100 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much ...
0
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0answers
51 views

vertex shader doesn't work properly

Linux, OPenGL 3.0, GLSL 130 (Intel card) I'm learning OpenGL and successfully rendered a triangle, but as soon as I create the matrix of projection I get an error. The shader compiles and works ...
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0answers
39 views

YUV target on GL_TEXTURE_EXTERNAL_OES

I am using a surface texture bound to GL_TEXTURE_EXTERNAL_OES. I read that the GL_TEXTURE_EXTERNAL_OES texture target is usually in a YUV color space. I want to take "y" value for each pixel in ...
1
vote
1answer
50 views

Unity simple solid color alpha shader

I searched for a shader, where I can set a solid color, which I can fade in or out like I want. There is not such a thing build in as far as I could see. Now I got this code, which works fine in case ...
4
votes
0answers
49 views

Spherical Area Lights do not match reference

So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I ...
1
vote
1answer
55 views

Solution for Shipping Optimized and Minified GLSL?

I've tried to find a reputable optimizing compiler for GLSL that takes source shaders, performs what optimizations it can statically assume, and outputs a minified GLSL file with optimizations, ...
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votes
0answers
32 views

Profiling frame rate in shader

I used adreno profiler to profile a mediaplayer shader application: source : https://github.com/crossle/MediaPlayerSurface/blob/master/src/me/crossle/demo/surfacetexture/VideoSurfaceView.java The ...
1
vote
0answers
100 views

Is it possible to use true Blinn-Phong lighting on Unity Android/IOS?

I've noticed that the Unity's Legacy Shaders/Specular shader does not work on mobiles due to the lighting model being incompatible. I then tried using the Mobile/Bumped Specular shader, but this ...
1
vote
1answer
631 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
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0answers
33 views

Shader questions with regards to the SpriteBatch in XNA/MonoGame

So I've finally decided to create my very own GUI system. And I'd like it to use shaders for pretty much all rendering. Think "WPF/Direct2D Brushes". Except to my knowledge, using shaders with the ...
1
vote
0answers
17 views

A question about Decal projection

From my understanding, there are several different ways to implement decals, from screen space, to copying geometry, but I can never find an explination of it's math. So what exactly is the math ...
2
votes
1answer
439 views

2D Hidden Object Silhouette Shader

Right now I am not using any depth information in my engine, but I just found out that it would be neat to be able to render the silhouette of important game objects that are "behind" something with a ...
-1
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1answer
157 views

Create YUV texture for GL_TEXTURE_EXTERNAL_OES format

0 down vote favorite I need to create a yuv texture for GL_TEXTURE_EXTERNAL_OES format. source : ...
4
votes
0answers
45 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
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0answers
37 views

Billboard a quad to a position

I am trying to make a custom billboarding effect. I know that standard billboarding causes a quad to always face a camera, taking the camera position and view direction into account. I want a slightly ...
1
vote
0answers
39 views

How to have a gradient blur in objects on Unity?

This is related to a previous question I've asked here: How to blur entire scene but a specific spot in Unity? At the time I managed to solve my problem with a "hard" cutoff on the blurred and ...
1
vote
0answers
30 views

Combining skydome and fog

I am developing a 3D game in DarkBASIC Professional, and I have a theoretical problem with the combination of skydomes and fog in general. My question is not specific to a programming language, so I ...
0
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0answers
48 views

How to create Line of Sight shader?

I have an algorithm to build my sight polygon: https://www.youtube.com/watch?v=x7tFnVX11x0 I want now to create a visibility from it that is similar to this: ...
0
votes
1answer
49 views

Strange shadow behavior when light direction is parallel to a plane

i have a strange problem with shadow acne. It occurs when the light direction is parallel to a plane. Here is my code and a few images of the problem: //this calculates the shadow matrix ...
0
votes
0answers
40 views

Failed to pass uniform in Metal shader modifier

I'm trying to write a simple shader able to pass the color to be used for drawing in the fragment shader, through a uniform. I load the shader modifier and pass the uniform: let fragmentShaderPath ...
26
votes
4answers
4k 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 ...
4
votes
2answers
53 views

DirectX11 Using Multiple Shaders

I currently have a scenario where I am rendering terrain with a shadow map. I have two passes, one for the depth buffer to create the shadow map (which is rendered to a texture) and a second that ...
1
vote
1answer
44 views

About HLSL array packing policy

This is not a question but a confirmation if I'm correct about the behavior of HLSL arrays. I'm working with a standard lighting vertex shader, HLSL plus C++, DirectX11.1 API. For storing my lights ...
1
vote
1answer
38 views

Doubts with results of per-vertex lighting shader

I'm researching simple shaders to add to my DirectX 11 project such as a per-vertex diffuse shader plus specular reflection component. I'll begin with the results: Seems specular reflection is ...
3
votes
0answers
146 views

Schlick Fresnel Shader

I hope you are all doing ok. I have an issue with my Fresnel shader that doesn't allow the Fresnel to change as my camera moves around. I'm not sure what i'm doing wrong. I'm using glsl with the ...
8
votes
2answers
164 views

Why is the distance from object to eye irrelevant in illumination models?

For example in Phong model and Blinn model, the light intensity does not change depending on how far away the camera is. Why is that?
4
votes
2answers
584 views

How to place grass on custom terrain mesh

I made a custom terrain mesh and textured it, now I want to place grass on it, but I don't know how. I only find info about grass with the unity terrain. I am not even sure what exactly to look for. ...
3
votes
1answer
64 views

Vertex normals in the geometry shader using directx

I'm in directx 11 with the geometry shader. Is is possible to calculate vertex normals? Just one like segment per vertex? In the geometry shader? I did vertex normals per face, this is what I got, ...
4
votes
1answer
374 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
1answer
130 views

Transform texture coordinates when using shader

Assuming I define four vertices of a quad with texture coordinates that cover a whole texture or region of a texture, I can animate these coordinates by setting a transform using SetTransform( ...
0
votes
1answer
55 views

GLSL Shader not compiling (Android & LibGDX) and no log available

I'm trying to get a "ripple"-shader working for OpenGL ES 2.0+ (using LibGDX). However, I can't get it to compile, and for some reason ShaderProgram.getLog() returns an empty string even though the ...
0
votes
0answers
70 views

vert/frag custom shader - Shadow is not correct, showing strange artifacts

I am new to shader writing, I want to drop shadows in my own shader, but unluckily I am getting a strange behaviour. When I apply a simple surface shader (Lambert, written in unity shader lab) it ...
1
vote
2answers
203 views

Unity, shader, vertexID

I'm writing a shader and I just wanna ask if it's possible to get the ID of the vertex that is currently being manipulated. I read something about gl_vertexID, but I couldn't find out if that is ...
0
votes
0answers
61 views

water shader - different wave speed among the mesh

I'm working with Unity, but I'm trying to phrase my question in a more general way. Imagine you have a plane with a water shader/script on it. With the help of a scrolling/moving bump map the water ...
0
votes
2answers
107 views

How do I draw individual pixels in the distance?

Hello everyone I am working with unity3d and I am faced with a task. I have a list of 3D points and I want to draw a pixel for every point on the list that exists after my cameras frustums far-plane. ...
0
votes
2answers
48 views

Hide building roof & Hide faces/vertices depending on world location

I'm currently developing a small game for my own enjoyment and I've ran into a problem. As you probably know many third person games (such as Runescape and XCOM, for example) hide the roofs when you ...
0
votes
2answers
212 views

Modern OpenGL project in c++ .obj loader

I want to create a class in c++ that loads a model with the obj format.The model gets generated from Blender(3D modeling program).When i try do draw something on the screen without the class(all the ...
1
vote
0answers
26 views

How to set a specific face's texture color in Unity?

First off, let me describe my situation... So I'm building a voxel engine based on this tutorial. I'm using my own texture tilesheet. Most of the tiles have their own color except grass, leaves, and a ...
0
votes
1answer
88 views

Custom Terrain Shader Normal Map Issue?

I've been developing a custom terrain shader in Unity. And I've been having problems with my normal maps. Even after hours of fiddling I still haven't fixed it yet. There are 2 noticeable issues: 1. ...
5
votes
2answers
907 views

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

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 ...