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
57 views

Dot based light mask with shader on sprites

So I have a scene, completely based on 2D sprites. I want to render "light sources" into a seperate frame buffer (so mostly dots around, for example, the centre of a flame) and then render that frame ...
-2
votes
1answer
43 views

What's the difference between Rendering pipeline and compute shader?

What's the difference between rendering pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882.aspx and compute shader - ...
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0answers
24 views

Strange result, when changing variable name

I have no idea, what is going on. The mat4 xxx is the cause. Renaming it to "bones"/"bone_transfromations" etc. won't work it gives me an error. Renaming it to "test" works perfectly fine... This is ...
1
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1answer
592 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 ...
0
votes
1answer
93 views

Shader that draws just vertex points

The game I am developing is in unity and I want to make a shader which can be put on a mesh that only 'draws' color on each vertex point. I am not proficient with shaders, and out of all my searching ...
0
votes
1answer
126 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(); ...
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2answers
69 views

HLSL Pixel Shader - Color depending on condition

I am new to shaders and HLSL so bare with me on this one. I have a 2D tile map in my game and want to create a mini-map, at first I was just copying all the data from one sprite batch to another and ...
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0answers
26 views

How to implement data structures for shaders

I'm currently researching computer graphics and esp. how to combine research and it's practical applications. To get started I wanted to implement the methods used by a few papers. First of which I ...
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0answers
37 views

Good system for experimenting with shaders in different languages

I'm trying to experiment a bit with shaders and they have been programmed in several different languages (GLSL, Cg and HLSL). Now most systems (dirrectX, openGL) have only support for one of them. ...
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1answer
70 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
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1answer
84 views

OpenGL Positional 2D Texture Masking

I have a simple 2D java game engine running using LWJGL. I have my own vertex and fragment shaders, and I'm able to render quads with textures. I want to be able to mask one quad using the texture ...
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votes
1answer
67 views

What's the difference between rendering and shaders?

What is rendering? What are shaders like vertex ,tessellation shaders etc? I am confused what's the difference between rendering and shaders? and how rendering is performed using shaders? Can we ...
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0answers
36 views

Error MSB6006? “fxc.exe” exited with code 1 [closed]

Allright, so I fixed my problem with Entrypoint Error, but now, I have another problem. When I want to build my application, I get this error: Error MSB6006? "fxc.exe" exited with code 1. My ...
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0answers
36 views

opengl shaders getting started problem

I'm following this tutorial for shading in opengl. However I wanted to start with another shader to make things more interesting So this gives me the following code: // Include standard headers ...
1
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1answer
37 views

Pick which directional light shades which object

Suppose you have two directional lights pointing at one sphere from different angles. You would expect the sphere to cast two shadows, but it turns out that this isn't the default behavior. The first ...
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0answers
13 views

C++ - Error X3501 Main Entrypoint Not Found [duplicate]

I was developing my DirectX 11 app, but when I wanted to add a function to draw a triangle, I get this error from compiler. Error X3501 Main Entrypoint Not Found This is how my main .cpp looks ...
0
votes
1answer
191 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 ...
3
votes
1answer
238 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); ...
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0answers
85 views

Most efficient way to achieve the following 2D heat wave background effect?

In Unity, what would be the most efficient way to achieve the following heat wave background effect Super Metroid - SNES (skip to 34m 5s for those on mobile) http://youtu.be/yB317FOcU0Y?t=34m5s ...
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0answers
42 views

DirectX Compute shader (HLSL) makes texture black

Hello this is my first question on this forum :) When using compute shader in directx to change the color to blue the texture only gets black. I really don't understand what the problem could be and I ...
0
votes
2answers
28 views

Setup VertexPositionTexture array for a texture2D at a location

I am trying to adjust the following code to render a quad on a 2D texture at a specific location and specific size. Currently this code will render a fullscreen quad, which makes sense since the ...
1
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1answer
94 views

Problems with texture orientation in space

I am currently drawing texture in 3D space and have some problems with it's orientation. I'd like me textures always to be oriented with front face to user. My desirable result looks like ...
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1answer
83 views

Having trouble getting shader to work with sprite batch in XNA #4

I found a neat "CRT screen" effect shader on the web, but I've never used shaders before and I can't seem to get it working properly. If I do the second sprite batch in my code here normally without ...
0
votes
1answer
270 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 ...
3
votes
1answer
113 views

If-clause in GLSL

I read a few thing about, that in GLSL both sides of the if-clause is executed, so do you have any idea for a workaround for this one: uniform int uses_bones; uniform mat4[] bone_transformations; ...
1
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1answer
36 views

OpenGL/GLSL/LWJGL return value from shader

I'm trying to do some bone animation. I don't want the whole skeleton to be loaded to the GLSL shader every time, even tough it's not needed, because one vertex is parented to one bone, not more. My ...
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vote
2answers
79 views

Curved Meters and Gauges

I'm wondering how people here on GameDev stack exchange would handle curved meter GUI elements for things such as life bars or energy bars. My thought on the matter was that you could use a shader ...
3
votes
1answer
488 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 ...
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vote
2answers
125 views

Replace each white spot of image to radial gradient

Recently, I read an article about a sun shader (XNA Sun Shader) and decided to implement it using OpenGL ES 2.0, but I encountered a problem with the shader: I have two textures, one of them is the ...
0
votes
1answer
108 views

Is there a way to start with OpenGL 3.0+ without need to write my own shaders?

I'm starting with OpenGL and found out that after OpenGL 3.x you must write your own shaders (think it's obligatory). Am I right here? I have made some research but I can't seem to find the answer. ...
2
votes
1answer
104 views

Rendering lighting only on specific objects

I have done something similar to this in monogame: My question is, what would I have to do to draw that lighting effect only on the pillar and not the background ? Is there something like ...
1
vote
1answer
65 views

What is the fastest way of reading an atomic counter?

I have an atomic counter in my fragment shader that my application reads after each drawcall. I am currently using glMapBufferRange with GL_MAP_READ_BIT set. This absolutely destroys my applications ...
0
votes
1answer
42 views

XNA Distortion Shader problem

So I came up with a distortion pixel shader in hlsl, but it has some issues. First of all, here is how it works: The shader uses another texture generated by the program as a distortion "map" (if ...
1
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2answers
39 views

How to prevent intepolated texture in fragment shader (Unity CG)

Think about minecraft - all the textures in minecraft have a very nice crisp pixelated look. Well, I'm trying to write a shader that will do this but it appears "sampler2d" returns some sort of ...
0
votes
2answers
262 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 ...
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votes
0answers
38 views

Fat geometry shader

I've seen this video: all the geometry seems to grow and become fat. Nice effect. I'm just approaching the shader matter, and I'm still have to learn a lot about how to change geometry via shaders. ...
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vote
0answers
33 views

OpenGL: Avoid geometry shader for cubemap framebuffer

I want to render an environment map into a cubemap framebuffer but I dislike the fact, that I have to use the geometry shader to set gl_Layer because the geometry shader would be a basic passthrough ...
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vote
0answers
22 views

SpriteBatch passing textures to GPU

How exactly (or, how often) are textures passed to the GPU shaders in MonoGame/XNA? I am asking because I was profiling a MonoGame/XNA application and noticed that the memory controller load (using ...
0
votes
1answer
346 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 ...
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votes
0answers
10 views

Multisampled Nearest Filtering in PS 2.0 is it possible?

My game involves blocky, pixelated 3D textures. When using nearest neighbor filtering with a texture sampler, I get the desired result of nicely pixelated textures -- with the caveat that hard lines ...
0
votes
1answer
44 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 ...
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, ...
0
votes
1answer
93 views

Grayscale and 2D lighting using cocos-2dx

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 ...
0
votes
1answer
57 views

Normalizing a homogeneous 3d point

As I've seen corruption in geometry, why is it a bad idea to normalize a homogeneous (divide by w) the vertex position returned from vertex shader? Update Vertex shader: // float4 pos : ...
1
vote
1answer
80 views

Unity3D setting blend mode in shader using vertex data

I'm porting a game from iOS / Obj-C / OpenGL ES 2.0 to Unity. I have a procedural mesh script that generates a batch of quads that need to blend together to create a game board. Some of the quads ...
2
votes
2answers
115 views

Opengl Quad Tessellation Control Shader

I have the generic tessellation evaluation shader for triangles but I need to make it work for quads. Is there any chance someone could explain what is happening here and point me in the right ...
0
votes
1answer
67 views

Java LWJGL - How can I add water to my 3d world? [closed]

The title says it all, how can I implement a simplistic water system into my game? I am using Java LWJGL and OpenGL glsl shaders. I am still fairly new to game programming, and a complete noob in the ...
1
vote
1answer
151 views

Discard Transparent Pixels in Z-Buffer

I am building a 2D game using sprites. I'd like to use the z-buffer to aid with shading. For that I need Unity to write only opaque pixels to the z-buffer (aka depth buffer). In Unity, sprites are ...
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votes
1answer
55 views

FXC: Error X3501: 'main': entrypoint not found

I am trying to compile a vertex shader using VS2013, but every time I try, FXC returns the following error: Error error X3501: 'main': entrypoint not found I've reduced the vertex shader to its ...
2
votes
1answer
69 views

VS2013: Compiling Shaders with Shader Model 5.0

When I try to compile two HLSL files included in my project, the compilation fails with an error: Error error X4502: invalid vs_2_0 input semantic 'INSTANCE' However, I notice it's trying to use ...