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
518 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 ...
8
votes
1answer
281 views

Implementing a Graph-Based Material System?

I'm trying to wrap my head around how material systems like this, this are implemented. These powerful and user-friendly, graph-like systems seem to be relatively common as a method of allowing ...
8
votes
1answer
414 views

How do I render my 3D game in ASCII art?

I'm trying to create an easter egg for a 3D game in Unity3D. I've the idea to pass my game momentarily in ASCII art. My first idea is to create a shaders to do that, but i'm not sure if it's the ...
8
votes
2answers
349 views

How do I perform an xBR or hqx filter in XNA?

I'd like to render my game scaled up with one of the hqx filters (hq2x, hq3x or hq4x) or an xBR filter in a shader. How can I do this in XNA 4.0 and SM3? Side note: this question has been heavily ...
0
votes
0answers
54 views

Grayscale and 2D lighting using cocos-2dx

I want to create a lighting effect on a gray-scaled world using cocos2d-x. What I've done is creating a layer which runs a shader program that receives light positions and radiuses as input and ...
1
vote
1answer
55 views

Bloom control - enlarging glare area

I am trying to improve my bloom system. So far I have bloom that looks like this: What I need is to enlarge the low-bloom areas to make it look like this: Simply increasing the bloom multiplier ...
1
vote
0answers
63 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
2answers
164 views

How can I implement a futuristic “barrier field” that reacts to hits?

I want to implement a "shield" that reacts to projectile hits. Currently, my colliders are mapped to the animated sprite's outline on all frames. I'm looking for something like the image below. For ...
0
votes
1answer
156 views

How do I pass an object location into a vertex shader?

I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the ...
1
vote
1answer
142 views

XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any ...
3
votes
1answer
330 views

I want to render some surfaces in GLSL with normal maps, and some without

I have normal mapping working in my game, but I want to only use normal mapping for some surfaces, and not others. Right now, as far as I can tell, my shader is applying an incorrect normal of (0, 0, ...
1
vote
2answers
50 views

Dynamic Flow Control in HLSL with Array References

I'm trying to do lighting calculations for an array of point lights in HLSL. I simply want to pass light direction vectors from the vertex shader to the pixel shader. Here is sample code: static ...
0
votes
0answers
28 views

Placement Shader [duplicate]

Do you know what this shader is called, if you can give a link that's even better :) . I am talking about the green outlines on the objects that are selected. That's the shader that I would like to ...
0
votes
0answers
40 views

Very subtle HLSL syntax change causes compliation error

The following HLSL works and compiles: texture2D renderTarget; float h; // declared here sampler GetRenderTarget = sampler_state { texture = <renderTarget>; }; float3 GetHsvFromRgb(float3 ...
1
vote
1answer
98 views

HLSL: An array of textures and sampler states

The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have ...
2
votes
0answers
145 views

How to read neighbor pixels in GLSL?

I'm using SFML 2.1, it's much more straightforward for me so I can jump directly to learning the shading language. I'm trying to do something similar to conway's game of life. I already learned that ...
0
votes
2answers
135 views

Combine flat and smooth shading with a single model geometry

I need to be able to switch between smooth and flat shading interactively. Is there a way to do this efficiently with a single geometry? For example, smooth shading does not require duplicate ...
1
vote
0answers
39 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 ...
0
votes
2answers
66 views

How can I run a shader over the entire screen without interfering with other running programs?

I'd like to avoid hooking into DirectX, and just run a shader over the entire screen. Is this something I can do in Windows without draining an unreasonable amount of resources? I can use whatever ...
1
vote
1answer
126 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
0
votes
0answers
55 views

OpenGL ES 2.0 - Applying rotation to only specific quads within a batch

This problem seems fairly simple on the face of it: How, when drawing a batch of quads using a triangle strip, can I apply a rotation to only one or some of the quads. I've been looking at this ...
1
vote
1answer
59 views

How to fix model matrices colliding in vertex shader?

I am new to OpenGL programming and I'm writing some basic code to display a few objects onto a screen. I have a pyramid shape that I'm displaying, as well as a box shape that I am displaying. The ...
1
vote
1answer
106 views
2
votes
1answer
116 views

Shader - Transmittance or Absorption

I am trying to create a transmittance or absorption shader (glsl, hlsl, cg, etc...) in realtime but I don't find any good tutorial or white paper about this subject. I only find offline rendering ...
1
vote
0answers
119 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 ...
19
votes
4answers
4k views

How can I draw outlines around 3D models?

How can I draw outlines around 3D models? I'm referring to something like the effects in a recent Pokemon game, which appear to have a single-pixel outline around them:
3
votes
2answers
175 views

Shader - Calculate depth relative to Object

I am trying to calculate depth relative to the object.Here is a good solution to retrieve depth relative to camera : Depth as distance to camera plane in GLSL varying float distToCamera; void main() ...
1
vote
1answer
188 views

Render 2 images that uses different shaders

Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders ...
0
votes
0answers
67 views

Shadow mapping comparing depth in GLSL

I've been trying to figure out how to compare against my shadow map, which has a shader that just does the following: gl_FragColor.r = gl_FragCoord.z; And my vertex shader for the render pass does ...
19
votes
13answers
7k views

What are some good resources for learning HLSL?

The last time I tried learning HLSL, I made a few shaders and mostly understood what I was doing, but I still felt like I was stumbling in the dark. Most of what I learned I got from various blog ...
2
votes
1answer
118 views

How to share values between different shader programs?

I am using Unity but this might concerns all type of shaders. I would like to know if this is possible to share values between different shader pass.Let's imagine that I am computing something in the ...
0
votes
0answers
25 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
0
votes
1answer
138 views

Set color by uniform per sprite using libGDX SpriteBatch

I am using a SpriteBatch to render large amounts of sprites very fast. Now I want to modify the sprites with shaders to tint them in a color. Problem 1: Altering an uniform by getting the shader and ...
2
votes
1answer
158 views

XNA/MonoGame/SharpDX: Pixel shader with sprite sheet

I've searched around for two days now on the internet but cannot find a solution. I've also read up on Pixel Shaders on MSDN with no luck. I'm trying to apply a simple pixel shader to a sprite batch ...
0
votes
0answers
41 views

HLSL Shader Relative Positioning

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...
3
votes
0answers
117 views

Transparent diffuse fails to render from all viewing angles

I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh. Everything in the chunk is automatically generated at runtime, so it's not ...
4
votes
2answers
558 views

How to implement color changing fragment shader?

I have a background of a given size and filled with a given color. I want to change it with an animation effect, starting from the center and spread out until it extends the whole background. The new ...
5
votes
0answers
105 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 ...
2
votes
1answer
62 views

Distort a quad with a World Matrix

Is it possible to distort a quad multiplying its vertices by a specific world matrix? See the picture to understand what kind of distortion I need: Please note, that the quad is in 3d space and I ...
0
votes
0answers
69 views

Is it possible to loop over an array of samplerCube/samplerCubeShadow using OpenGL/GLSL?

I try to manage a scene with several point lights. For the moment my program works perfectly with just one point light. So I have in my fragment shader the following uniform declaration: uniform ...
9
votes
3answers
1k views

Is multitexturing really just “using more than one texture”?

This might seem stupid, but it bugs me. From what I understand, multitexturing is just using more than 1 texture per shader (usually to blend them somehow). So instead of creating 1 texture, I create ...
1
vote
1answer
86 views

Tons of textures using vbo

I recently learned how to create shaders and was looking to make a simple top down game, starting with a tilemap. The problem I encountered, Whilke I can store a vbo of all the blocks in a "chunk" of ...
1
vote
1answer
290 views

How do I add a border to rectangles using a shader?

I want to draw some rectangles with a border. Currently I render the fill with glDrawArrays(Triangles, ...) and the border with glDrawArrays(LineLoop, ...). Is there a neater way? I'm targeting ...
0
votes
1answer
83 views

Simple shader for sprite interface [closed]

I have been looking for any examples for a long time, I cant get anything to work (from the examples). I have tried using vertex/pixel shaders, effects files, but they never have any effect on the ...
3
votes
2answers
220 views

Possible to create transparency shader which doesn't stack alpha values

The image above best demonstrates what I'm trying to achieve. It's a transparent shader for objects, but wherever the objects with this shader intersect they don't add together but simply merge with ...
0
votes
1answer
187 views

3D position of an arbitrary UV coordinate

I have a UV map for a 3D mesh that encodes "links" between pairs of UV coordinates. I have previously defined this links (or pairs), one to one. The links are enconded using the function rgb_color(u1, ...
1
vote
0answers
107 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 ...
0
votes
1answer
74 views

Applying transformations in Geometry Shader

So, I am trying to program in opengl (3.3) a kind of robot. The idea is that I have some simple blocks that represent his body (4 rectangles for his arms, one for the torso and the last one ...
2
votes
1answer
47 views

Rendering a mesh in image viewport

I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...
2
votes
2answers
2k views

2d metaballs with shader to give blobs of water effect?

I want to simulate blobs of water in a 2d game in Unity3d. One possible way of doing it is to use 3d metaballs moving in a 2d plane though this is very processor intensive. Do you think it would be ...