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

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0
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1answer
49 views

OpenGL: strange thing with depth and text rendering

TL;DR I render a scene with M,V,P matrices as always. Than I render something (in this case - text) without any matrices and using separate shaders pair on coordinates with Z = -1. Somehow it's ...
0
votes
0answers
62 views

Unity - _LightMatrix0 and Directional Light

I am trying to access the _LightMatrix0 in a forward base pass to calculate some light point of view coordinate but it seems that the _LightMatrix0 is empty with directional light. Any idea how can I ...
-1
votes
1answer
37 views

GLSL shaders in a program

I obviously don't want the client to be able to view/modify my glsl code. Does this leave me with only one option, and that's to hardcode it in my cpp files? How do you deal with this issue?
0
votes
1answer
221 views

Shader change alpha depending on light

I use Unity, and I need a shader a bit special. Unfortunatly my skills about shaders are very limited and I need this shader quickly. So I want a shader to display a unlit texture on a plane, and ...
0
votes
0answers
34 views

Only one side of the object reflects light while in the shadow

in my scene I have a plane as a floor and a plane as a building next to it, my directional light is rotated to make the building cast shadow on the road. I placed a few cubes on the road, the ...
0
votes
0answers
32 views

Shader - Directional Lights Depth

Is there a way to retrieve the deph from directional lights ? I can access the _ShadowMapTexture but this is not the depth. I found how to access the shadow map of, I think, every light type by using ...
0
votes
1answer
74 views

Automapping of the noise texture onto 3D model

I want to apply kind of noise/dust texture to objects so it would look good, and make it without having UV mapping in models. This is because I want to have a possibility to apply this to any objects, ...
0
votes
1answer
47 views

Unity - Access to svPosition in fragment shader

I am trying to access to the svPosition in my fragment program in Unity but I keep having this error. invalid input semantic 'POSITION': Legal indices are in [1,15] invalid ps_3_0 input semantic ...
2
votes
0answers
87 views

Subsurface Scattering - Transmittance

I have a question related to SSS and especially transmittance. I've looked at several papers about that topic, most of them from Jorge Jimenez, which are very interesting and, I admit, a bit hard for ...
3
votes
1answer
57 views

Libgdx - GLSL shader which uses mod doesn't seem to work properly on android

Through trial and error I've managed to come up with a scanline-ish shader I'm satisfied with. On my desktop testbed it looks like this: Basically, every 2nd(vertical) pixel is darkened. However, ...
0
votes
1answer
44 views

Using one GLSL shader program for textured and untextured rendering?

Rather than have two separate shaders in my OpenGL code (one for when a texture is bound, one for when none is bound) I usually go for one shader program which handles both. This is my usual fragment ...
0
votes
1answer
57 views

My point light shadows only really work if my point light is at the world origin (0,0,0)

When I move the light, the shadows will fall apart as if their occluders aren't occluding them in certain areas. For example, in the following scene, I move a pointlight 400 units down the Z axis, I ...
0
votes
1answer
36 views

OpenGL Face Order

i have written a simple OBJ-file loader to render meshes using OpenGL. But there is a problem displaying the loaded mesh. It seems that faces that from the background (far) are displayed above the ...
-2
votes
1answer
102 views

How do 2D shaders work? [closed]

Yesterday I was wondering if an Arduino Uno could run some 2d shaders in a 3110 nokia screen (monochrome). But before all, I want to know understand how they work. Note: I want theory; ideas. Not ...
1
vote
1answer
103 views

HLSL Shadowmap shader for large scale environments

I'm working on a racing game in Monogame. The game runs fine so far using Monogame's BasicEffect (link to video). I wanted to add shadows so I implemented a shadowmap using this as a base. and a ...
4
votes
1answer
109 views

How do I do selective water surface rendering?

I have a shader that renders the "texture" of a very realistic water on a tile in the 3D world using a Frame Buffer. The problem is that, for example, I only want to render the part that isn't below ...
0
votes
1answer
47 views

Pixel Shader from Visual Studio Graphics Diagnostics

i want to check my pixel shader variables in graphics diagnostics but unfortunately when i click start debugging in pixel history (mentioned below), a new tap will open and says source is not ...
1
vote
0answers
75 views

Point Light shows black box & rect (PointLight not working) - libgdx 3D

I am creating a 3d scene currently a box and rect, and trying to enable lighting. When i create a PointLight and add it to Environment everything turns to black color? all i want to do is ...
4
votes
0answers
75 views

Draw Edges in OpenGL

I use blender game engine, and blender use openGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn. I found this: ...
3
votes
1answer
215 views

Writing a glow shader

I'm trying to learn writing shaders. And I've pieced together something that is kinda working. I want to create a transparent glow around a sphere. The problem I have is that I can't seem to alter the ...
4
votes
1answer
119 views

How do I use openGL shader to reproduce this Photoshop implementation?

Here are my Photoshop actions: step1 - convert the current image into gray step2 - use the default parameters, as showed in the screenshot step3 - use the 『Hue/Saturation』 to convert the grey ...
1
vote
0answers
53 views

What game development tool can I use on a computer that does not support shaders? [closed]

I tried SFML, but found out that my computer does not support shaders. Given this restriction, what could I use instead?
14
votes
1answer
754 views

What are Hull, Domain and Geometry shaders used for?

I've done my fair share of 3D game programming for my (former) employer, and also in my own custom engines for my own indie games. Initially, I started with Direct3D 9, and D3DX9, which pretty much ...
0
votes
0answers
34 views

How do I set an array of matrices in HLSL?

I'm trying to render skinned meshes using Direct3D9 and HLSL. I am getting unexpected results due to the transforms that are bound to the shader. I am using PIX to view the constants and the values ...
6
votes
1answer
346 views

How is Signed Distance Field Ray Marching implemented for a dynamic world?

I think I understand the basics of Signed Distance Field Ray Marching. You model your scene with a bunch of distance fields (such as these: ...
0
votes
1answer
463 views

Terrain shader from heightmap opengl GLSL

I generated a terrain from a heightmap and now I'd like to apply shader on it which can contain different textures, based on height but I can't adapt any online code to my project. This is the ...
3
votes
0answers
157 views

Unity - reconstruct position from depth

I am using Unity and I want to reconstruct position from depth and frustum corners in pixel shader. I am doing this: In my App, I calculate view-space corners of the far frustum plane and pass them ...
4
votes
1answer
68 views

Shaders: packing 4 textures into a single RGBA - slower?

I'm experiencing something really strange on an iOS mobile device. I have 4 textures, and after some profiling it seems, that doing four separate grayscale texture reads is faster, than reading the ...
3
votes
1answer
122 views

Proper way to draw 1000 billboards that always face the camera

I have up to 1000 visible GameObjects with trivial plane meshes, which are essentially sprites/billboards and which should always face in the relative direction -camera.forward. There are so many ...
0
votes
1answer
102 views

How Apple Metal API distinguishes uniforms from vertices buffers?

I am not sure how metal distinguishes uniforms from vertices buffers? As far as I know code for passing uniforms in buffers are the same like for vertices: [self.commandEncoder ...
1
vote
0answers
47 views

How to create offsetting lines that draw across the screen in Monogame?

I'm trying to create an effect on the screen like the gif below. Basically lines that are offset by 1 pixel draw across the screen from either side which then eventually creates a solid color. I'm ...
1
vote
1answer
195 views

Version 320 is not supported, SDL C++

I have the following four lines before I create the window. SDL_Init(SDL_INIT_VIDEO); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); ...
4
votes
2answers
575 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. ...
2
votes
0answers
47 views

Consistent Shadow Map Filtering

I want to filter my shadow map generated by PSSM, but the problem is that I have a inconsistent filter size. The problem is that the shadow map sources rotate to find the best fit for the camera ...
1
vote
0answers
64 views

glTextImage2D with GL_UNSIGNED_BYTE giving weird results while with GL_FLOAT just works, driver bug?

Update: OK, not being able to see the textures loaded by FreeImage was just one of the common mistakes when using modern OpenGL. My texture loading code did not set GL_TEXTURE_WRAP_S/T and ...
2
votes
1answer
47 views

Shaders wont bind to the uniform block

I'm having an issue with interface block binding. Example shader: const char* vertexShader = "#version 330 core\n" "uniform globalMatrices" "{" " mat4 ...
2
votes
1answer
62 views

Change value of uniform for each VAO

I've heard from several sources that it's a better approach to pass the model matrix to a shader via a uniform rather than an attribute. I also know that the idea of a uniform is, that it has the ...
3
votes
0answers
88 views

Unity 5 - custom lighting model

I have tried to use my own lighting model in surface shader in Unity. But there is a problem. If I init my own lighting via #pragma surface surf _SimpleSpecular Lighting_SimpleSpecular method is ...
4
votes
2answers
66 views

Displaying smooth borders given a coarse grid-based map

I've been messing around with different algorithms trying to make a grid based map look smooth, I have tested with various shader based methods and wrote a few of my own but none of them look right. ...
3
votes
1answer
107 views

How to write a custom shader in Unity 3D that lights up a specific pixel or group of pixel?

I'm making a FPS game in Unity, and I want the environment to light up as the player is shooting on his environment. The map would be entirely put in darkness at the beginning, but as the player ...
6
votes
2answers
124 views

Shading Languages vs Materials in 3D editors

There are many 3d packages which are able to construct materials. Autodesk Maya, 3ds max, Houdini, etc. There are languages which are able to construct materials as well, like GLSL and Cg. How does ...
2
votes
1answer
50 views

Shader constant management problem in DirectX 11

I've been learning the "dragon book" written by Frank D. Luna and trying to implement the part of the demo on my own. As some of you can see, the demo of the book uses effects interfaces to update the ...
1
vote
1answer
94 views

Shader and Texture Scrolling depending on Direction

I am trying to scroll a texture using its uv in Unity but I don't get the result I need. The aim is to have two components, the speed and the direction. I would like to define the direction in ...
4
votes
0answers
88 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
2
votes
0answers
107 views

Ways to get around the limiting default terrain shaders in Unity

I am trying to use the Toon Rim Light shader for Unity however there are a few problems when trying to use any custom shaders for a terrain in Unity. The most well known is of course, that all ...
6
votes
1answer
200 views

In a shader, why does substituting a variable with the expression producing it cause different behaviour?

I have this correctly-working OpenGL shader producing Perlin noise: float left = lerp(fade(v), downleft, topleft); float right = lerp(fade(v), downright, topright); float result = lerp(fade(u), ...
1
vote
1answer
141 views

Unity — custom shader behaves differently on WebGL deployment (correct) and editor view (incorrect)

I started working on shaders and lighting on Unity3D 5.2.1f1. I set up a scene where the sun object rotates the directional light (the only light in the scene) based on its position to simulate a ...
2
votes
0answers
56 views

Phaser: Shader Chain

I want to implement lighting via shadowmaps. I see process as: 1) render something to RenderTexture1(size as game) 2) create RenderTexture2 (custom size) 3) add it to Image2 (custom size) 4) apply ...
3
votes
1answer
595 views

masking with 3d object in unity

I have a 3d plane in my scene and some 3d objects behind that plane. So, i want to render only the part behind the 3d plane. So how should I do this, should I have to use custom shaders, plz help.
1
vote
0answers
26 views

DirectX 9 Light projection

I am trying to see changes of component 'z' from light space. In vertex shader component 'z' divide 'w' is not 0. But after sending float4 with texcoord1 to pixel shader its 0. All matrices are good. ...