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

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0answers
102 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
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2answers
131 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 ...
3
votes
2answers
2k 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
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1answer
321 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 ...
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1answer
577 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
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1answer
165 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
98 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
317 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
56 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
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1answer
77 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
141 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
113 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
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1answer
171 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 ...
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0answers
107 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
506 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
173 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
173 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
128 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
169 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
2k 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
323 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 ...
2
votes
0answers
344 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 ...
2
votes
0answers
757 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
379 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
894 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
162 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
597 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
200 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 ...
3
votes
1answer
81 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
5
votes
3answers
847 views

How do I send multiple matrices to a vertex shader?

I'm practising animations using bones/skinning. I am trying to send the shader one matrix per vertex. I can think of these two approaches. Method 1 I have one uniform handle for each bone matrix ...
2
votes
1answer
199 views

How to work with smaller intermediate textures in OpenGL and GLSL?

I'm working on a project rendering water simulated through smoothed-particle hydrodynamics (SPH) with a non-photorealistic look to use in games. In the actual stage of the project everything about ...
0
votes
1answer
196 views

Strange behaviour using VAO (OpenGL 4.0)

I want to display a simple textured Monkey mesh using VAO. Here's the code in the render part first without VAO to see what is the result I'm looking for. Texture *pTexture = ...
0
votes
2answers
260 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
1answer
345 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 ...
1
vote
0answers
167 views

How to fix problem in serpentine case using Blinn/Loop algorithm

I'm trying to implement Blinn/Loop algorithm to render cubic bezier on shader. I calculate the curve type using code below (v0, v1, v2, v3 are cubic bezier segment): CurveType ...
1
vote
1answer
103 views

SetFloat() in HLSL shader (effect) has no effect - variables stay at 0

I have a problem wherein I'm trying to set two simple float variables in my shader. I have a dozen other shaders in this project where it works fine, but for some reason, I've got a bug in this one ...
1
vote
0answers
2k views

How can I get this Shader for Unity working with Normal maps? [closed]

So I'm by no mean a shader coder, but I've been hacking around the last few days trying to get working a shader for the sprites of the skeletal animation tool Spine in Unity that can properly use ...
1
vote
1answer
97 views

Use of the xyY color space?

What's the use of the xyY colorspace in games? I'm not sure what's the advantage of using it in shader programming or elsewhere.
1
vote
1answer
162 views

Draw character silhouette when not visible

I have a mesh representing my character. I want to give it a partially transparent greyish silhouette when other objects are blocking it from view of the camera. I'm using Ogre3D, and GLSL as a ...
4
votes
1answer
1k views

Issue with interpolation on a burn shader (lerp and smoothstep)

I'm trying to create a simple burn shader. See here for more info on the method I'm using. However, I don't get why replacing the smoothstep with a lerp results in completely different results. Am I ...
1
vote
0answers
311 views

Shadow mapping implementation not working? [closed]

I am trying to implement Shadow Mapping in my program using Java/LWJGL/OpenGL/GLSL, but I cannot get it to work properly. Let's start off with a screenshot first, then the relevant code and lastly ...
0
votes
1answer
299 views

Textures not displaying. Problem with fragment and vertex shaders

Hi i have newbe question. I am sending to gpu textures unit and they dont display. This is simple version of my fragment and vertexshader. (More complicated version also dont work with other textures ...
0
votes
2answers
242 views

Manage shader parameters

I'm making some test with OpenGL and I've got a problem with my application design. Currently, I've got something like that in pseudo code: // Ask to draw a given scene. renderer->drawScene( ...
1
vote
2answers
212 views

Bilinear filtering: Selecting pixels to interpolate between

When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel. ...
1
vote
1answer
114 views

recommended shader pipeline infrastructure in core opengl 3.3

I am writing a game project in Go and I am using an OpenGl 3.3 core context to do my rendering stuff. At the moment I have different types of renderers. Each renderer has it's own pair of vertex- and ...
0
votes
2answers
216 views

How to mix pixel colors in Shader?

I have a pixel that have a colour RGB. This color is calculated by the shader and can be anything. How can I override this color by a colour I choose. If my pixel is white it's simple, I can do this: ...
0
votes
1answer
190 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 ...
2
votes
2answers
469 views

How can I support many point light sources in a dynamically-generated level in Unity?

I'm currently working with a dungeon game which is similar to Dungeon Keeper by Mythic Entertainment. I'm using Unity and developing this game for Ipad 2 and above. Player can modify his dungeon, and ...
0
votes
1answer
715 views

Simple curiosity about glDrawElements function

I've written a very simple OpenGL program displaying a white cube. To do the job done I recovered vertex position and indice data from an OBJ file that describes my cube. Here's the OBJ file content : ...