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

learn more… | top users | synonyms (1)

3
votes
1answer
1k views

OpenGL ES Basic Fragment Shader help with transparency

I have just spent my first half hour playing with the shader language. I have modified the basic program I have which renders the texture, to allow me to colour the texture. varying vec2 texCoord; ...
3
votes
2answers
75 views

In XNA 4, how can I access SpriteBatch's transformMatrix in my shader?

I would like to use a custom effect with a regular XNA SpriteBatch. I have a 2D camera which computes a transform matrix, so I need my shader to take this into account. I have put a world matrix ...
3
votes
2answers
2k 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 ...
3
votes
1answer
129 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 ...
3
votes
1answer
333 views

Is multipass rendering possible with SpriteBatch?

I'm trying to implement a bloom effect. This requires three shader passes: a brightness threshold, a horizontal blur, and a vertical blur. It also requires resizes, but these are irrelevant to the ...
3
votes
1answer
849 views

How do I create a manual object with colors for each vertex?

How do I create a shaded manual object with colours for each vertex? Eg if ogreObj is the Ogre::ManualObject : ogreObj->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST); ...
3
votes
1answer
155 views

How to categorize textures into atlases

I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, ...
3
votes
1answer
343 views

Directional light shader not behaving as expected

I coded my first glsl shader which manage diffuse and specular effects of a directional light. This is the fragment shader. #version 120 //matrix uniform mat4 model_matrix; //directional light ...
3
votes
1answer
127 views

Surface normal to screen angle

I've been struggling to get this working. I simply wish to take a surface normal and convert it to a screen angle. As an example, assuming we're working with the highlighted surface on the sphere ...
3
votes
2answers
4k views

2D water shader similar to Limbo's effect

I'm wondering how I would go about creating a 2D water shader that is seen in this video http://www.youtube.com/watch?v=phChFfi4GOs The water effect that limbo uses is pretty awesome. I'm not so ...
3
votes
2answers
807 views

Techniques for reducing terrain shader complexity

My terrain shader does quite a bit, but I don't know how to break it up in any way that will reduce my instruction count without removing key features of the terrain. It does the following: ...
3
votes
1answer
156 views

Switching to a vertex shader

TL;DR I need to switch from a vertex array passed to the pixel shader with a real vertex shader approach. In my prototype, the terrain is procedurally generated and I have the following result: ...
3
votes
1answer
762 views

Where is the Shader Designer in Visual Studio?

I have Visual Studio 2012 Ultimate and I've been trying to access the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it. Can ...
3
votes
1answer
2k views

DirectX11, how to properly update a staging buffer with a structured buffer's count using CopyStructureCount

Alright, I'm not quite sure what is going on with my code at the moment. I'm currently getting around to defining behavior for my particle system, and to better do this I need to know how many ...
3
votes
2answers
269 views

Fire range arc behind buildings

need some help with HLSL. Each charater in my game shows a fire range arc (which is a textured model) which show how far the guy can shoot, see It looks ok, but I hate the fact that it shows even ...
3
votes
1answer
2k views

How to make a gaussian blur effect in UDK

I want to make a plane shape (surface) that have a gaussian blur applied to it and this plane is transperant, so all objects behind it looks like they are having a gaussian blur effect.
3
votes
0answers
178 views

Transparent diffuse fails to render from all viewing angles

I'm rendering this chunk as a Unity mesh and I have just one material (with alpha) which is applied over all the mesh. Everything in the chunk is automatically generated at runtime, so it's not ...
3
votes
1answer
513 views

Spritebatch Vertex shader world matrix change after each draw

I have a spritebatch where I draw some textures transformed in 3d space. The easy way was just Begin with the transformation matrix, draw, and end it right after. But that is silly, so I'm trying ...
3
votes
1answer
245 views

How do I use unpackHalf2x16?

I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); ...
3
votes
0answers
511 views

Jet engine exhaust shader [closed]

How would I create a jet engine exhaust effect, as shown in the image from Fzero GX below. GLSL and OpenGL examples/solutions are prefered, though other resources are also welcome. Requirements ...
3
votes
1answer
251 views

Outlining external edges on a complex shape made of cubes?

A gallery of my problem can be found here. I had to do it this way as it won't let me post more than 2 links due to my reputation. I'm trying to use 3D cubes to generate an isometric cube world. I ...
3
votes
0answers
206 views

SSAO Distortion [closed]

I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, ...
3
votes
0answers
868 views

Loading custom shader in Monogame [closed]

I have been trying to load this custom FX file into a Monogame project, and everything I try fails. (code taken from http://www.david-gouveia.com/scrolling-textures-with-zoom-and-rotation/) sampler ...
3
votes
0answers
989 views

Sampling from depth texture causes shader to stop working [closed]

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
3
votes
2answers
542 views

Screen effects and antialiasing

I have been working on a game for a while using glut for basic window creation. I was rendering to an offscreen buffer so that I could implement various effects like screen bulging, motion blur, ...
2
votes
4answers
1k views

Multiplatform GLSL shader validator?

Im working on a multiplatform (Pc,Mac,Linux) game that uses shaders quite extensively. Since we do not have any funding, it is pretty hard to test our game on all possible hardware configurations. ...
2
votes
2answers
1k views

Optimizing gaussian blur with linear filtering

There's a few (here, and here) gaussian blur tutorials out there suggesting that you can essentially cut the number of texture lookups in a gaussian blur shader in half by exploiting the GPU's ...
2
votes
3answers
2k views

Why even use shaders?

assuming I want my game to have a Cel-shaded look. There are plenty of tutorials how to implement Cel-shading in hlsl f.e. But what is the point? If I am creating my assets with Blender or 3d-max I ...
2
votes
3answers
219 views

Generating 3D-like effect

I'm making a 2D sidescroller game and want to give the blocks a 3D like effect. This way it looks like the player is walking on 3D blocks while walking on a 2D plane (thus having only x,y ...
2
votes
3answers
889 views

Rain effect using DirectX 9 capabilities

Is it possible to achieve something similar to nVidia's rain demo using only shader model 3.0 capabilities? If yes, could you point out a few documents/web resources that are suitable candidates and ...
2
votes
1answer
251 views

What are the factors that determine the default frequency of a shader call?

After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I ...
2
votes
2answers
2k views

2d metaballs with shader to give blobs of water effect?

I want to simulate blobs of water in a 2d game in Unity3d. One possible way of doing it is to use 3d metaballs moving in a 2d plane though this is very processor intensive. Do you think it would be ...
2
votes
2answers
512 views

How can I remove branches from a fragment shader function?

I have a fragment shader, when I've carefully managed to remove most branching decisions, as I have found out through research here that they are bad. But I have one function that I just can't work ...
2
votes
2answers
180 views

Are global shader variables slower than texture look ups?

I want to send quite a bit of data to the GPU, the data will never change (or will change very rarely) after it has been created. Is there a performance impact to using global shader variables or ...
2
votes
1answer
802 views

How can I pass an array of floats to the fragment shader using textures?

I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform ...
2
votes
2answers
572 views

Lighting problems with Terrain

I'm in the process of learning Open GL and am having issues with lighting on my Terrian, I don't know if the issue is related to how I calculate my normals or the shader itself (I am using the shader ...
2
votes
1answer
1k views

Shader optimization - Cg/HLSL pseudo and via multiplication

HLSL/Cg do not allow texture fetching inside conditional blocks. To get around this I am first checking a variable and performing some computations, afterwards I set a float flag to 0.0 or 1.0, ...
2
votes
3answers
3k views

2D shader to draw representation of rotating sphere

I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a ...
2
votes
1answer
128 views

How does the GPU know how to form triangles for a given mesh?

I have just begun learning shader programing. What I learned is that the rasteriser groups three vertices to form a triangle for doing further operations. If that's true how does the rasteriser ...
2
votes
1answer
271 views

GLSL Multiple Uniform Structs

I'm developing a lighting system for my voxel game, and I have to send multiple (alot, say up to 200) lights to my shader program. Those lights contain the following data: Position (vec3) Color ...
2
votes
2answers
191 views

State propagation in modern OpenGL

When last I dabbled in game development, I managed my geometry in a tree. Every node would call the render method on it's children, prior to resetting it's transformations, thus allowing the ...
2
votes
1answer
4k views

Unity custom shaders and z-fighting

I've just readed a chapter of Unity iOS Essential by Robert Wiebe. It shows a solution for handling z-figthing problem occuring while rendering a street on a plane with the same y offset. Basically ...
2
votes
1answer
237 views

Graphic hardware texture formats shaders relational speed

I'm interested to know, is there a direct correlation to the speed that a shader will run based on the bit depth of a texture upon which it is running. For example: If I have a 2 bit stencil texture ...
2
votes
1answer
239 views

Basic knowledge for 2d gaming and images?

Can anybody refer me some pdf or ebook that i should follow for basic 2d programming and texture ,shaders and other gaming elements details in depth.By which i can easily get through the 2d game ...
2
votes
1answer
1k views

How to make a custom semantics HLSL shader for the pixel shader

I'm pretty sure it's possible but i have no idea how. Could anyone tell me how to make a custom semantic for a pixel shader. Thanks
2
votes
1answer
57 views

What will happen if the argument of mix() or clamp() is above 1 or below 0?

There's two magnificent intrisincs: mix() in GLSL and clamp() in HLSL, which are used to implement linear interpolation. Let's say we have a variable: float v = ?; // where ? can be [-FLOAT_MAX, ...
2
votes
1answer
50 views

The way of avoiding branching for textured and not-textured objects

I know that branching is an expensive operation on GPU (not as much as it used to be, but still). The most common situation where I use branching is when I have both textured and non-textured ...
2
votes
1answer
137 views

How to share values between different shader programs?

I am using Unity but this might concerns all type of shaders. I would like to know if this is possible to share values between different shader pass.Let's imagine that I am computing something in the ...
2
votes
2answers
1k views

How to implement Fog Of War with an shader?

Okay, I'm creating a RTS game and want to implement an AgeOfEmpires-like Fog Of War(FOW). That means a tile(or pixel) can be: 0% transparent (unexplored) 50% transparent black (explored but not in ...
2
votes
2answers
136 views

Palette reduction to pre-defined palette

I'm writing a bunch of GLSL effects for fun, but I can't wrap my head around this. Basically, I want to reduce a texture's palette into a pre-defined set of colors. For example, a post-processing ...