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
449 views

Will Vulkan Kill the use of GLSL? [closed]

After reading this link I am still unclear as to the shading language support in Vulkan. As Vulkan only supports SPIR-V is it the case that GLSL is therefore being phased out? Are there any ...
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0answers
47 views
+100

HLSL texture not reading from register S1

I made a simple post processing shader, that draws scanlines. This all works perfectly. I wanted to make it a bit more interesting by applying a shadowmask instead so I wanted to pass a texture to the ...
1
vote
1answer
512 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
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1answer
74 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 ...
2
votes
1answer
1k 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
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0answers
16 views

GLSL `vec4` as return type syntax error? [closed]

Here is my GLSL fragment shader code: #version 430 in vec3 fragPosition; in vec4 fragColor; in vec3 fragNormal; uniform int num_lights; layout(std430) buffer light { //... } vec4 lambert() { ...
2
votes
1answer
310 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(); ...
1
vote
1answer
594 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 ...
3
votes
1answer
42 views

Matte reflection effect in Unity?

I'm trying to achieve that kind of scene but in real time using Unity. It's basically composed of some primitives, a skybox, and a plane. I'm intrigued on how to do this effect in particular: ...
2
votes
1answer
164 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 ...
0
votes
1answer
85 views

Why are faces being drawn like this with my custom shader?

I've been writing a custom surface shader which allows for vertex colors (with alphas) to be set programmatically. From test runs of the shader itself, it works perfectly fine, and I am able to set ...
2
votes
1answer
469 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 ...
0
votes
1answer
51 views

Does Specular Power affect the Brightness?

I read the book Real-Time Rendering, 2nd Edition. Somewhere in there it say: But I did the experiment and concluded that the mshi doesn't seem to affect to the brightness (it causes the area just ...
0
votes
1answer
44 views

Why is my custom shader rendering completely transparent?

I'm currently trying to learn how to write shaders, so I'm getting my feet wet with Unity's Shaderlab format. One of the first things I tried was to write a surface shader that supports vertex colors ...
1
vote
2answers
229 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
1answer
44 views

Iris-wipe shader not properly working

I'm working on creating an iris wipe transition, like the ones you see in old cartoons - a fully transparent circle closes on a certain point, leaving a full screen of a solid color. Additionally, the ...
0
votes
1answer
32 views

Axis Aligned Bilboards in shader

Hi I need to implement following effect using vertex shaders. Basically its a shader for particle laser beam that rotates to particle along its own y axis till its "best" visible (Roughly). My idea ...
1
vote
1answer
50 views

Rendering issues in Monogame when using shaders

I am currently fiddling with Monogame, trying to work with Shaders and I have encountered a really weird issue. If the first ever draw in the application's lifetime is with a custom shader all further ...
2
votes
1answer
202 views

Apply a special effect to an scene area

My 2D game has a second camera on the 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 top of it I render ...
1
vote
1answer
118 views

White dots artifacts when applying borders to hex tiled geometry

I have a hexagon tiled geometry I created in Blender Which I then load in WebGL, using THREE.js library. Below is the loading code, I've cut the code of creating scene, lights, etc. I create ...
1
vote
1answer
143 views

What causes still objects have lines in them when lighting is being changed? [duplicate]

First, here is what I'm talking about (I changed the contrast to make it more visable, since it's not really visible in still images): Ingore the chat box, I was spamming buttons to see which one ...
1
vote
0answers
15 views

In Unity shaders, how is IN.worldRefl calculated?

I want to know how the world reflection vector in shaders is calculated so that I can manipulate it, but there is no documentation on what it does or how Unity calculates it. How is the reflection ...
1
vote
1answer
29 views

Implementing my own UI sprite class in Unity using shaders: where and how to position the sprites

For learning purposes, I am trying to implement my own UI classes in Unity "from scratch", in the GPU using shaders. I mean, I am trying to use simple 2D sprites either positioned via shaders or ...
1
vote
0answers
13 views

HLSL topology mismatch question

I'm trying to write a fur shader with the shells & fins technique. Currently I receive this DirectX error D3D11 ERROR: ID3D11DeviceContext::DrawIndexed: The declared input primitive type in ...
0
votes
1answer
42 views

GLSL - Only draw arond point / flashlight effect

I'm currently trying to achieve a sort of flashlight effect in GLSL. I only want to draw textures within a certain distance of a specified point (the mouse position, for example). Here's a quick ...
2
votes
0answers
36 views

Is there a way to identify, within a shader, the current GPU thread ID?

My question is rather simple: within a shader, is there a way (that works both in DirectX and OpenGL) to retrieve the ID of the given GPU thread being executed at the given iteration? I am using ...
0
votes
1answer
137 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 ...
3
votes
0answers
67 views

Particle-system in the GPU in Unity: how to load/store data from/to a texture in the shader?

I have been implementing a simple GPU-based particle system in Unity, for my current game. The setup is indeed not very elaborated: the shader receives a set of coordinates passed trough the position ...
3
votes
2answers
147 views

Bullet holes on curved surfaces and corners

So right now I am making an FPS game where the gun creates bullet holes (plane with texture) on impact, but there is a problem with that, if I shoot at the edge the plane will stick out and also ...
8
votes
2answers
9k views

shader tutorial for unity [closed]

I would like to start developing my own shaders within unity. For starters I would like to do a screen spaced blur. Are there any good tutorials to learn shader development besides the official ...
0
votes
1answer
25 views

Opengles 2.0, Replace the black region in the image to make it transparent

I have two textures, Source image A and Overlay B, B is drawed on top of A, I want to replace the black color in B, then make the region of A visible, what should I do? This is my shader language: ...
2
votes
0answers
22 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
0
votes
2answers
726 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
777 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 ...
2
votes
1answer
295 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 ...
0
votes
0answers
20 views

How to apply individual colours in a fragment shader?

I'm trying to write my own shader. Within the target mesh I have assigned the following attributes in a script: mesh.vertices = points; mesh.colors = colours; //Each element of the array hold a ...
1
vote
1answer
50 views

How to get color or value from material with shader?

I have a sphere with a shader with colors for specific heights and I want to get the value at the cursor(height) or color of the point the cursor is on when clicked. Is there a good way to get this ...
3
votes
2answers
666 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
0answers
37 views

Linear gradient shader ( Photoshop-like)

I'm searching a way to implement a linear gradient shader that behaves as the linear gradient in Photoshop (only the vertical case is necessary). It will be applied to 2D sprites. Currently I'm ...
1
vote
1answer
87 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
42 views

Shader only rendering 1/4th of the screen

I've asked the same question on SO here and they suggested I should ask here instead. I'm currently trying to create a gaussian blur shader, and while I've successfully created the blur effect my ...
2
votes
1answer
50 views

Shader constant management problem in DirectX 11

I've been learning the "dragon book" written by Frank D. Luna and trying to implement the part of the demo on my own. As some of you can see, the demo of the book uses effects interfaces to update the ...
4
votes
0answers
71 views

Depth of Field Blur - Weighted sampling?

I've been studying Intel's fantastic article titled "An investigation of fast real-time GPU-based image blur algorithms" (here), where-in they state that Gaussian blur would need to be customized for ...
0
votes
0answers
21 views

Low intensity of projector in dark enviornments

I am using light Projector as Headlight for player bike....The thing happening is the intensity of projector reduces in dark environment whereas in normal sunny day projector brightness is proper ,. ...
2
votes
1answer
91 views

Second pass in multipass effect is ignored

I am trying to render my vertecies in 2 passes, but it 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 ...
0
votes
1answer
25 views

GLSL uniform array with size set by another uniform

Will the follwing GLSL code work? #version 330 uniform int size; uniform float[size]; void main() { //do something }
3
votes
1answer
61 views

Upgrading Unity from 5.1 to 5.3.4 has broken game, specifically models made in Blender

I recently decided to upgrade Unity after putting it off for some time as I have a rather sizable project started in 5.1. I knew there would be some hurdles, however, I have had very little luck in ...
6
votes
1answer
349 views

How is Signed Distance Field Ray Marching implemented for a dynamic world?

I think I understand the basics of Signed Distance Field Ray Marching. You model your scene with a bunch of distance fields (such as these: ...
1
vote
0answers
30 views

Unity Shader blending colors and color values above 1

I have source images where each pixel is one of exactly 4 colors: red = (1,0,0) green = (0,1,0) blue = (0,0,1) black = (0,0,0) I'm trying to modify Unity's default sprite shader to use those ...
1
vote
2answers
60 views

How to optimize this branching instruction?

I have an outline shader, which samples my texture 8 times to compute the outline. The problem is, that there's transitional alpha values between picture and background. To cut them off I'm using the ...