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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2answers
113 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
votes
0answers
25 views

opengl output to texture with 4 levels of depth

i'm building a game where transparency is important. I can live with being restricted to four levels of depth and my current plan is to do two passes: 1. render everything to a texture using ...
0
votes
1answer
196 views

Optimizations using GLSL shaders

I have written a simple OpenGL application using GLSL shaders. Actually, my program just displays a simple cube with a phong lighting effect like below : Here's a peace of the client code : ...
4
votes
2answers
119 views

Should I use different input layout for meshes (vertices) with and without normal maps?

I'm writing an DirectX11 game. About 60% of my game models (or "of my vertices") have: Position Texture coordinate Some of them use: Position Texture coordinate Normals And few of them: ...
10
votes
3answers
1k views

How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?

I have a question: how many shaders are usually active at the same time in one scene in modern games? I mean: I know that multiple shaders are being used (switching between them in each frame). And ...
3
votes
2answers
993 views

Unity - Part of the sprite is covered in shadow

I have a sprite with Transparent/Cutout/Diffuse shader. Recieving shadows is turned on in SpriteRenderer. The light is a pointlight and I am using deffered rendering path. However when I am above or ...
0
votes
0answers
57 views

Diffuse Mapping in a Game

I want to figure out the diffuse maps of some rusted objects that I plan to render in my game arena. I have taken the images of some sample objects and have also scanned them for a model of the ...
2
votes
1answer
81 views

XNA 4.0 - Strange edges with multilight shader

I am generating a light, a depth and a normalmap to calculate the lightning at each pixel with multiple lights. On both rendertargets, i set the preferredMultiSampleCount parameter to 16 samples ...
1
vote
1answer
112 views

Gamma Space and Linear Space with Shader

I am using Unity and I can choose between two color space mode in the settings: Gamma or Linear Space. I am trying to build a Custom Lighting Surface shader but I am facing some problems with those ...
1
vote
0answers
107 views

Theoretically, If GPUs were equipped with faster memory access, how would that impact game development? [closed]

According to NVIDIA memory access time will no longer cost a noticeable overhead. Regardless if it's true or not, I would like to know: How it would affect games in practice? How will it translate ...
1
vote
1answer
295 views

gl_VertexID values when calling glDrawElements

I am struggling a bit to understand the values that gl_VertexID primitive contains when the vertex shader is executed. I have the standard modern rendering pipeline, in which after setting up ...
-1
votes
1answer
104 views

Unity's pack 4 floats

Linked to: GLSL pack floats into an RGBA texture I found EncodeFloatRGBA/DecodeFloatRGBA shader functions in Unity https://gist.github.com/hecomi/9580605 Now I try to figure out how they work. So I ...
0
votes
2answers
525 views

GLSL: can i use matrix transformation functions in vertex shader?

I have a working OpenGL code where i render a terrain with some trees. I am doing all the matrix mathematics on the client side. Because of which the frame rate of my app is very low, around 25-30 ...
1
vote
1answer
171 views

Most efficient way of brighten and darken sprites with OpenGL > 2.0

So I have been shading (brighten/darken +adding color) my sprites by using glTexEnvf with GL_MODULATE and GL_ADD and a vertex color. I only had to rebind the batch every time I needed to change from ...
0
votes
1answer
126 views

Generating shaders from fragments / HLSL Dynamic Linking in older shader models

In shader model 5 is a feature called dynamic linking which separates hlsl fragments by using interfaces and their methods implemented in classes. I don't have any experience with this technique, my ...
0
votes
1answer
56 views

bug in webgl phong shader: lighting rotates with object

I'm working on a simple phong shader in webgl, and I think I'm getting close but something is still wrong. Dead give away: if I have a billboard and have it roll (so it spins like a wheel), the part ...
1
vote
1answer
126 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 ...
0
votes
3answers
165 views

How necessary are shader coders? [closed]

I know that gameplay mechanics programmers, either directly working with source or with scripting are needed, however there are so many shaders written already that I would imagine you could find ...
0
votes
0answers
92 views

Bilinear filter in repeating texture, HLSL

I have a repeating texture that I'm using as a scroll surface. The idea is that as I pan the surface I adjust the texture coordinates, filling in what gets wrapped on the right as it disappears from ...
6
votes
1answer
273 views

OpenGL 2.0 - Texture animation with 'pixelated' effect

I'm looking for a way to reproduce the effect I've tried to sketch in the image below with OpenGL ES 2.0. The idea is to let a drop of color fall over a cube which get filled with a kind of ...
3
votes
2answers
151 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 ...
1
vote
0answers
75 views

SpotLight in ForwardBase pass using forward rendering

Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)? For what I could see since now: Unity use and ...
1
vote
2answers
117 views

How to use blender files in your own engine?

It is not trivial to use your own shader on blender, so I've created a good-looking webgl shader. Now, what do I need to use the things I made in blender on it? An obvious first idea would be to parse ...
2
votes
2answers
908 views

Shader that “cuts” hole through all geometry

How can I create a shader that "cuts" through all geometry, only rendering the clearing background in Unity? An example: That's a prism in a huge white box-shaped room. The surface of the prism is ...
1
vote
1answer
186 views

In Unity, how can I read the color from _LightColor0 in a shader?

I have a scene with a point light and alpha textured (RGBA) triangle strips. I want to apply the point light color with a shader. Shader "Custom/Test02" { Properties { _MainTex("Texture ...
1
vote
1answer
389 views

glsl shader to allow color change of skydome ogre3d

I'm still very new to all this but learning a lot. I'm putting together an application using Ogre3d as the rendering engine. So far I've got it running, with a simple scene, a day/night cycle system ...
1
vote
1answer
154 views

OpenGL and atlas

I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
2
votes
1answer
67 views

Disable depth testing for only some faces

I have some meshes and I need to be able to draw some part of them without depth test. Is it possible to turn off depth testing from within shader, wo that some parts will be rendered no matter what ...
0
votes
2answers
205 views

OpenGL UseProgram() fails

I have a rather strange exception on my application using OpenTK on Linux (ArchLinux with Mono 3.2.8) with GL.UseProgram(). I wrote a class to combine multiple files to one program: public sealed ...
2
votes
1answer
54 views

How To Set Constants Using ID3DShaderReflection

I got to the point where I am tired of hardcoding shaders and decided that it was now time to look into using ID3D11ShaderReflection to get data from the shader and set my shader's constant buffer ...
1
vote
1answer
68 views

How to create more vertexes from within a shader in OpenGL?

when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to ...
0
votes
1answer
108 views

Merging several textures into one using RGB channels

Would it be possible to place a texture into each RGB channel? Example: Red = wood.png Blue = tiles.png Green = metal.png The advantages I could see are saving space, memory and draw calls and the ...
2
votes
1answer
107 views

Is it ok to mix shader types?

The title might not be precise. Let's say I have one material consisting of vertex and pixel shader, another one consisting of vertex, geometry and pixel shader, and yet another one consisting of ...
1
vote
1answer
140 views

Blinn, Normal maps & Fresnel?

So something came up today when I was going over my Blinn shader. As I've been taught, the half-angle vector is calculated in the fragment shader, and is equal to normalize(lightDir + viewDir). This ...
0
votes
0answers
87 views

Finding the correct transformation in vertex shader for easy sprite drawing

Before we begin the question: Here are the necessary meta information: I want to use JOGL / OpenGL to create a library that is only, and I repeat only, able to draw and manipulate 2D sprites on a 2D ...
2
votes
1answer
350 views

Alpha Blending: use the pixel with the smallest alpha

I'm writing a transparency shader where I need any intersecting textures to, wherever they overlap, take the texture pixel with the smallest alpha value and render only that, discarding the other ...
0
votes
1answer
129 views

Surface shader ignores lighting in vertexLit path

I want to use a surface shader in VertexLit(not Forward) rendering path. I caused a problem that the compiled shader completely ingnores lighting from the light sources on the scene. Here's the code: ...
0
votes
2answers
152 views

Rendering terrain only with GPU

This is not about generating plane geometry and then applying a shader on it. Instead, I want a big single flat plane, then apply a shader on it. The vertex shader has a uniform vec3 ...
3
votes
1answer
124 views

Using normals in DirectX 10

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...
0
votes
1answer
125 views

How to change colors of texture in lwjgl? [duplicate]

I have the following texture: The black pixels are characters, the background is transparent. How do I change the black pixels of the characters to another color? I use this texture as a bitmap for ...
10
votes
2answers
998 views

Refractive glass shader

I have an infinite hexagonal floor, generated by tessellating a point grid in a tessellation shader pair: Note that this is a flat wireframe - the "shadows" are a lighting trick: Now, I'd like ...
2
votes
2answers
197 views

Does GLSL copy function arguments by value?

My question is about passing variables to GLSL shader. I'm not sure how that works and what are the performance implications. Say I got a function that accepts a "vec4" variable. The question is - is ...
1
vote
0answers
259 views

How can I combine my scrolling effect with the vertex lit shader?

I want my shader to work in both Forward and VertexLit rendering modes. I'd written a texture scrolling shader, but I also want to consider lighting which is produced by Vertex lit shader. I can't add ...
1
vote
0answers
359 views

Normal mapping does not work correctly using GLSL and OpenGL [closed]

Hello I wrote a simple OpenGl program using GLSL to render a simple uv mapped plane using the normal mapping technics. Here's the display with a simple phong shading (without normal mapping) : Now ...
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 ...
2
votes
1answer
226 views

Surface shader with VertexLit causes black object

I wrote the simplest possible surface shader: Shader "SimpleSurf" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags {"RenderType"="Opaque" } ...
2
votes
1answer
533 views

How to outline a 3D object with a cartoon style stroke? [duplicate]

How could I draw (stroke) the outline of a 3D object in a cartoon style with GLKit? I'm referring to something like this: However we can start with a simple line around the object and then try to ...
0
votes
1answer
136 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 ...
2
votes
2answers
334 views

How can I calculate spotlight lighting in Vertex/Fragment shader in Unity?

I've written a vertex/fragment shader for my game. It uses 3 textures and represents a floating water on the wall (so I have 1 texture for water, 1 for geometry and the last one is mask) so it looks ...
0
votes
1answer
146 views

XNA and HLSL shaders - Instancing using World Matrix array

I have posted this question on StackOverflow and was directed here, so I'll just copy the question: I am attempting to improvise some sort of hardware instancing in my game. I wish to draw multiple ...