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

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1answer
30 views

OpenGL Mapped Memory Shader Source

Is there any way to get a pointer to a newly created shader object's source? I'd like to load a shader directly from file in to my shader object instead of loading to an intermediary variable and then ...
3
votes
2answers
198 views

How to achieve a dynamic soft see-through hole effect in a wall with shaders?

I'm looking for a way to create a dynamic soft see-through hole effect for room walls. I know a few ways how to do it (for example multitexturing with second layer being the hole mask in screenspace), ...
0
votes
1answer
43 views

D3D12 ConstantBuffer - Shader receives wrong values

im having trouble with one constantbuffer: struct CameraConstData { urd::Matrix projection; // 64 ( 16 floats) urd::Matrix view; // 64 ( 16 floats) urd::Vec3 viewPosition; // 12 ( 3 ...
1
vote
0answers
54 views

Using depth values for fake ambient occlusion

I'm using the normalized distance to the camera to get depth information in the fragment shader. When using this value as fragment color, it looks at lot like ambient occlusion (of course only in the ...
0
votes
1answer
40 views

Modify Element of Struct Array

I have this struct array in GLSL. struct Test { vec2 value1; vec3 value2; float value3; } uniform Test u_test[5]; How can I modify the elements of this array one at a time? I know that ...
1
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0answers
79 views

Rotating, moving and scaling a mask in a shader

I want to rotate, move or scale a mask in a shader. But I have no clue to how perform these actions. My code: @Override public void create() { batch = new SpriteBatch(); background = new ...
0
votes
0answers
27 views

OpenGL - Program stops responding after linking a compiled shader

I have an OpenGL compute shader that compiles with no errors and I attach the shader to the program. When I try to link the program the program stops responding all together. I have never had a ...
3
votes
1answer
64 views

Do shader compilers typically know not to look up unused texture channels?

I have a texture that's from the color attachment of an FBO in OpenGL ES 2.0, so I have limited control over the number of channels in the image. Suppose I only need the color from the R channel of ...
0
votes
1answer
85 views

Draw cube in glsl shader

I am working on a voxel engine. Currently my cubes are rendered as vbos. I thought, it may be better to load only the cooridinates of voxels to the shader and make it draw a cube itself. Can someone ...
2
votes
2answers
186 views

Why has my refractive water shader become reflective

So I was making a water shader in unity and well it looked fine in the scene view but as soon as I went into the game view the refraction texture basically flipped up 180 degrees and made it look like ...
-1
votes
1answer
226 views

UNITY3D - Orthographic Camera not render SHADER (2D GAME) [closed]

I have a problem with camera render, see the video please :) (note.: sorry for the music) http://youtu.be/BB8rXIzIWVU In Camera "Perspective", i can see the effect of shader: In Camera ...
1
vote
1answer
60 views

Unity - drawing halos behind everything else

I would like it so that the halos created by the draw halo parameter in spotlights are drawn behind all other meshes etc, currently it does this very weird thing where halos are sliced in half by ...
3
votes
1answer
104 views

Underwater Shader Animation Help

I found an underwater (distort) effect and I got it to work but somehow I cannot make it animate given the offset here: Fragment Shader code: uniform sampler2D fbo_texture; uniform float offset; ...
4
votes
2answers
308 views

Unity - Water Cube (to 2D game)

I wonder if you can create a cube of water within the unity! I'm starting to use the Unity, and took a sought as to whether there was already something like this ... but have not found any tutorial ...
3
votes
1answer
80 views

Strange depth map projection

I'm trying to implement depth-only SSAO and for that, I render a depth map into a texture and pass it to my SSAO shader which then uses it. The problem is that when I try to output the depth map ...
1
vote
1answer
90 views

Are shaders always faster?

Will using shaders or some other way of talking directly to the GPU always be faster than drawing to the screen in whatever language a game is being (mainly) written in? I guess that code with lots of ...
0
votes
1answer
53 views

Is there anyway I can make a plane visible from both sides?

In Unity i have a model of a tree with leaves made of a plane and a texture, when I upload it to unity the texture is only visible on one side so how can I change it to be visible from both sides ...
0
votes
0answers
31 views

What is dynamic branching in shader? And How to check which runs on android phone?

Is it simple "for" or "while" in loop with variable? Is it standard term? I have errors on some android devices with "for"-terms. [0020.31] Log: Compiling Shader 0x8200000000_0x3000000000000000, ...
1
vote
0answers
54 views

Set Render Target usage

I am using Unity and I have some difficulties about understanding the way Set Render Target works and how it can behave with the shaders. Is it possible to render a shader pass in multiple render ...
5
votes
1answer
89 views

How can shader code duplication be reduced in Unity?

In our current Unity project we have a few shaders that are basically just supersets of another shader. For example, we have a shader that performs lighting calculates with diffuse, normal, specular, ...
2
votes
0answers
133 views

How do I make volumetric grass?

I've been extremely interested in volumetric technology, especially for grass. Online resources are extremely scarce on this topic. What is the difference from creating a lot of mesh billboards? ...
2
votes
1answer
121 views

Unity5 - A Shader to blur far plane edges?

I need some help. In my Unity5 game I'm using two cameras, First camera renders the actual terrain and game objects (wich has a far plane of a 1000 units) and the Second camera renders a 3d skybox of ...
3
votes
0answers
87 views

Raymarching tangents

I've recently started to experiment with raymarching over on shadertoy.com. It seems common to find the normal for a distance field like so: vec3 scene_normal(vec3 p) { vec3 e = vec3(0.001, 0.0, ...
0
votes
1answer
148 views

Render Queue Sorting, HOW?

Recently I'm trying to implement a render queue sorting system, i.e., ordering my renderable objects in an array in such a way that the overhead of OpenGL state changes are minumum. After some ...
0
votes
1answer
82 views

Processing through multiple shaders (LWJGL/Java/OpenGL)

Very simple question: Is it possible to process a vbo through different shaders? If so, how? What I want is sth like this: reflectionShader.bind(); //starts shader reflectionShader.load(some_values); ...
1
vote
1answer
61 views

libGDX upload z-axis of sprite to graphics card

Background: I want to obtain each fragments position via vertex interpolation to then calculate the light vector for phong shading (L = [Fragment pos] - [light source pos]). Problem: At the moment I ...
0
votes
0answers
80 views

Unity - Meta pass and Precomputed Realtime GI

I am writing a shader in Unity and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a ...
3
votes
1answer
244 views

Monogame fails to load Effect

I'm currently porting an old XNA game over to MonoGame and everything (including custom shaders) build fine. However when i try to load the xnb file using content.Load<Effect>("BaseDraw"); I ...
0
votes
0answers
39 views

Pass uniforms to Filter's shader

I wanna implement this shader (https://www.shadertoy.com/view/MslGWN#) in PhaserJS state. So i transformed the shader to WebGL style. I overload Phaser.Filter's update function to pass iChannel ...
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vote
0answers
16 views

Is there a way to control the ordering and grouping of ShaderLab Blend command?

I'm writing a shader in Unity that responds to 3 lights: 1 directional and 2 point lights. The point lights are processed in the ForwardAdd pass (once per light). I need the ForwardAdd pass to blend ...
0
votes
1answer
76 views

Pass-through pixel shader not displaying properly

I'm new to shaders, HLSL and XNA in general. I'm trying to write a pass-through pixel shader but I'm experiencing some odd behaviour. I created a simple texture, shown below: Here's what I see when ...
0
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0answers
38 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, ...
0
votes
1answer
55 views

Mapping “Color” parameter from SpriteBatch.DrawString() function to a custom shader

I've recently found a nice way to render text in XNA with custom font AND custom shader. Here is the game code**: using System; using System.Collections.Generic; using System.Linq; using ...
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votes
2answers
98 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 ...
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votes
0answers
29 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. ...
0
votes
1answer
117 views

How to Set HLSL Shader Input Textures?

Very simple question. With C++/Direct9, I'm creating a texture as RenderTarget with a full screen quad, creating a scene, setting a HLSL pixel shader, copying the image and then call Present. 1) How ...
1
vote
0answers
408 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
1answer
92 views

DX9 How to Apply HLSL Shader with StretchRect

Using DirectX 9,I'm trying to run a HLSL pixel shader on video frame data while copying it from one texture buffer to another texture buffer without displaying it. StretchRect at the end is what ...
0
votes
0answers
32 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 ...
1
vote
1answer
32 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. ...
1
vote
1answer
44 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
42 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 ...
0
votes
1answer
74 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 ...
2
votes
1answer
98 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
0answers
131 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
0answers
80 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
98 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. ...
1
vote
2answers
90 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 ...
2
votes
1answer
225 views

Run HLSL in C++ Basic Sample

I'm considering the idea of taking shaders written in HLSL and running them in an AviSynth plugin to process videos. This would allow accessing various shaders, and also to have GPU acceleration. I'm ...
0
votes
1answer
110 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 ...