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

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-3
votes
3answers
291 views

Using a basic shader in libGDX

Looking at https://github.com/libgdx/libgdx/wiki/Shaders, I have decided to try these shaders: String vertexShader = "attribute vec4 a_position;\n"+ "uniform mat4 ...
1
vote
2answers
207 views

2D Hidden Object Silhouette Shader

Right now I am not using any depth information in my engine, but I just found out that it would be neat to be able to render the silhouette of important game objects that are "behind" something with a ...
0
votes
2answers
117 views

Stencil based mask with alpha

I'm trying to create a fog effect like civ 5: I tried creating a StencilSet shader that receives a mask and sets the stencil buffer to 1. I would render the following on every unexplored tile using ...
0
votes
2answers
90 views

Fragment shader compiling in webGL but not in OpenGL

I am programming in Haxe (language compiling to multiple platforms) and I have written some shaders. My fragment shader runs fine in html5, but when I try to compile for native (OS X and/or Neko, a ...
0
votes
2answers
386 views

translate-scroll repeated 2d texture using opengl shader

I managed to implement an infinite 2d texture scrolling using the following shader. btw I'm using cocos2d-x 2.2.1. The vertex shader: attribute vec4 a_position; attribute vec2 a_texCoord; #ifdef ...
0
votes
2answers
523 views

Using Appendbuffers in unity for terrain generation

Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using ...
3
votes
1answer
63 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 ...
2
votes
1answer
455 views

Fog shader camera problem

I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
1
vote
1answer
40 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 ...
1
vote
1answer
22 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 ...
1
vote
1answer
114 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 ...
1
vote
1answer
78 views

How to create a material that blends textures in Blender to Unity workflow

I'm new to Blender and Unity and trying to figure out the best way to create a material that will use either vertex colors or a texture map to interpolate between other textures on a single mesh. ...
1
vote
1answer
108 views

Apply an special effect to an scene area

I have a 2D game where I have a second camera on my scene, that renders an upside down image of the scene, and distorts it, giving the effect of water reflection. I render this camera first, and on ...
1
vote
1answer
228 views

Mesh fading to transparent

I have a 2D Mesh object generated at runtime painted all with uniform color. I want that mesh to have its color fade to transparent color close to the edges. Despite I searched everywhere I could not ...
1
vote
1answer
790 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
183 views

OpenGL ES 2.0 and atlas

I'm trying to draw elements from a texture atlas with OpenGL ES 2.0 Currently, I'm drawing my elements using something like this in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
1
vote
1answer
293 views

VertexColor shader is not working correctly in built application

I want to change the vertex colors of my mesh. The light sources must not affect the objects with this shader, its lighting must be determined only by its vertices colors, so I turned the Lighting ...
0
votes
1answer
18 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 ...
0
votes
1answer
34 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 ...
0
votes
1answer
33 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
1answer
40 views

OpenGL Shaders Ignored

I have been following this tutorial to try and start learning OpenGL. However, upon compiling my code, my triangle turns out to be black. At first I thought that there was something wrong with the ...
0
votes
1answer
85 views

Outline of plane slice of arbitrary object

How would you extract the outline of a shape from slicing a plane through an arbitrary object? Note: This is related to my Unity Answers question, but not exactly the same.
0
votes
1answer
34 views

FindNextValidTechnique fails

My effect file compiles successfully, but FindNextValidTechnique fails. Technique part of the shader: technique Diffuse { pass Pass0 { VertexShader = compile vs_2_0 ...
0
votes
1answer
316 views

OpenGL Shader Storage Buffer Objects array length problem

Ok guys, I think I have a very strange problem. I have an old laptop, but its HD 6370M currently supports opengl 4.4, so i decided to learn how to use some new features of this platform, so after ...
0
votes
1answer
52 views

Second pass in multipass effect is ignoring

I am trying to render my vertecies in 2 passes, but seems I am doing something wrong, because only one pass applying. I cannot make the second one work despite that second pass is applying. Here is ...
0
votes
1answer
93 views

Encoding Float to RG/RGBA and Blending

Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of ...
0
votes
1answer
204 views

Trying to implement Camera

I'm trying to implement a Camera class in order to walk and look on the world as follow: #ifndef _CAMERA_H_ #define _CAMERA_H_ #include <glm\glm.hpp> class Camera { public: Camera(); ...
0
votes
1answer
232 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
1answer
386 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
0
votes
1answer
479 views

OpenGL Tessellation makes point

A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void ...
-1
votes
1answer
169 views

How to optimize my lighting shader?

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
votes
1answer
123 views

Texture Stretching on VBO cube

I'm using JOGL and I'm trying to render a textured VBO cube with glDrawArrays. The cube renders, but the texture is stretched and stripy as seen in the picture above. It seams that changing my ...
-1
votes
1answer
157 views

Smooth Ramp to zonal harmonics

I have written in blitz3D some code to generate arbitrary 2D lighting lookup textures and I'm looking for a way to compress them. The idea is that they look rather smooth and low frequency, there must ...
-1
votes
1answer
382 views

Using Shader causes triangle to disappear

The following is my rendering code. Private Sub GameRender() GL.Clear(ClearBufferMask.ColorBufferBit + ClearBufferMask.DepthBufferBit) GL.ClearColor(Color.SkyBlue) ...
-1
votes
1answer
166 views

Shader applied to Texture is not showed in GLSLES

I'm trying to learn the basic of shaders following basic tutorials in Ogre. I use GLSL ES 2.0 #version 100 I think I have a basic concept problem. I'm trying to render a model + texture without make ...
0
votes
0answers
164 views

How to add a flashlight in libgdx?

So I want to add a flashlight to the game when the game starts to get darker which I already have working. I bound a light texture to the batch and the first problem is that for some reason the ...
0
votes
0answers
62 views

XNA Shader deformation event driven

I’m working on this tutorial trying to figure out how i can modify the code in order to get the deformation along only one axis (for example Z axis) when I hit a button on my keybord. In other words, ...
0
votes
0answers
27 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
0answers
154 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 ...
0
votes
0answers
268 views

How can I compute spotlight attenuation when I only have a spotlight cutoff angle?

I am trying to compute the spot light attenuation, though I don't have a spotCosCutoff (cosine of the spotlight cutoff angle) predefined variable in the shader so I have to compute it myself. This is ...
0
votes
0answers
246 views

Unity3D object fill shader

I've been researching this for a while, and had no luck yet. I figured I'd ask here to see if anyone had any good ideas. Essentially what I want is a shader that can make only part of an object ...
0
votes
0answers
1k views

How do I use UsePass in a shader in Unity when the pass does not have a name?

I'm trying to use passes from a given built-in shader in Unity. The docs say that the syntax is UsePass "Name". The problem is that built-in shaders don't have names on their passes. How could I do ...
0
votes
0answers
189 views

Radiosity using a hemisphere

I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the ...
0
votes
0answers
401 views

HLSL Triplanar texturing and multi texturing performance

I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...