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

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38 views

LWJGL 3 GLSL normal problem

I have a pretty strange problem today. I started to make a 2d game yesterday, and everything was right until now. I wanted to make a lighting system, wich required me to send the vertexnormal from ...
0
votes
1answer
85 views

Fragment shader, tint color problem

I am new to shaders, and I am trying to tint a texture to mark status of a enemy. I am implementing shaders on OpenGL ES 2.0 (Mobile) The problem is that with this shaders, I see the enemy without ...
0
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1answer
544 views

Will Vulkan Kill the use of GLSL? [closed]

After reading this link I am still unclear as to the shading language support in Vulkan. As Vulkan only supports SPIR-V is it the case that GLSL is therefore being phased out? Are there any ...
0
votes
1answer
41 views

Unity Geometry Shader Compiles forever

I am writing a shader to achieve a laser show effect example. For now I am just focusing on the lines. One line ist represented as one triangle. When I save my shadercode, unity gets inactive and I ...
1
vote
1answer
56 views

Normal matrix space has to be eye space?

I'm doing lighting in world space (not in eye space), so I set the normal matrix as follows: modelProgram->setUniform( "NormalMatrix", inverse(transpose(mat3(modelMatrix))) ); Now I noticed that ...
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0answers
92 views

Monogame Vertex Shader Hassle

I'm currently creating a game in Monogame 3.4. I've written a relatively simple pixel shader in HLSL which works perfectly fine under Windows DX. When I use the same shader under Linux (OpenGL), ...
0
votes
1answer
55 views

Unity Geometryshader for one Vertex

Hy, I want to build some geometry with a geometryshader in Unity. I took a look at this. I want to create my geometry just in context of one point in 3D space (x,y,z). Can i somehow use the transform ...
0
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1answer
39 views

Unity Shader Material Only Activates when Clicked

I am currently programmatically settings some shader textures, related to a Mesh Filter. The Mesh Filter is using a standard shader, and I am merely generating and setting the Bump and Height maps, ...
3
votes
1answer
503 views

Why can't I sample a texture in a vertex shader?

I'm old in Game Development but very new in shader writing. I just want a shader that transform from 1 texture to another. So I did start learning shader writing and wrote my desired shader. But ...
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votes
0answers
31 views

Create overlapping transparent images [duplicate]

I want to achieve this effect in the image. To make this I don't think a single pass to a stencil buffer would be enough because stencil buffers can't mask out the actual alpha inside of the ...
3
votes
1answer
73 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, ...
1
vote
1answer
57 views

Effect of vertex winding on normals and shading

I have implemented a Phong and Gourand shader for a triangle mesh that is being imported from an STL file. It appears to be working fairly allright but some triangles seem to be what I can only ...
1
vote
1answer
67 views

Different ways to mark the status of an enemy

I have a 3D game with a "eagle view", I have enemies and I have magics that will affect the status of the enemies. I want to show the status of the enemies( frozen, on fire(dot damage), slowed...etc) ...
1
vote
1answer
63 views

OpenGL ES 2.0 facet lighting

I am trying to figure out if there is a way to achieve facet lighting in OpenGL ES 2.0 without extensions. I know it is possible if I don't used indexed vertices but I don't really want to do that ...
5
votes
1answer
357 views

Calculated normals for mesh not working

I am trying to implement a 3D mesh viewer with C++ and OpenGL ES 2. I am currently struggling with the calculation of the normals for the vertices, or at least I think that is where the problem lies......
0
votes
0answers
50 views

Shader that only shows edge of textures and hides rest

I'm wondering if anyone has a name for this type of shader, has an example of how to do it, or can point me in the right direction for creating one. This is a picture of the no shader / wanted result....
3
votes
0answers
32 views

How can non-CG shader code in Unity be included?

In Unity shaders, #include, #define, and other preprocessor commands seem to not be able to be used outside the CGPROGRAM section of the shader. Since these are required for compiling multiple shader ...
0
votes
0answers
37 views

Passing TexChoords to Shader via VAO/VBO isn't working

Simply put, I'm trying to move away from deprecated methods in my code. Currently I'm trying to get shaders to handle translating, rotating, and texturing my models. I'm only having problems with ...
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votes
0answers
136 views

Why is my OpenGL 4.1 shader not working on OS X Macbook ( works on Linux )?

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause? There are no shader compilation errors, ...
2
votes
2answers
236 views

What is the difference between PBR and SSR

I am very new to game development and I have been trying to understand the difference between Screen Space Reflection and Physically Based Rendering. I have read about PBR, and from what I understand,...
0
votes
1answer
51 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
68 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 ...
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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
321 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
40 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 building'...
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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
75 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
53 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
100 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
47 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
60 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 ...
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votes
1answer
103 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
117 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
110 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
49 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
78 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
78 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
266 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
122 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
54 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?
15
votes
1answer
857 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
40 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
398 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: http://iquilezles.org/www/articles/distfunctions/...
0
votes
1answer
572 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
167 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
71 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
141 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
124 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 setVertexBuffer:...