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

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22 views

Fragment Shader output type error

StackExchange! I've been working with opengl for a bit and I'm trying to finally load the shaders instead of having them inline. I'm having a ton of issues, though. As soon as I solve one, another ...
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1answer
211 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 ...
2
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1answer
81 views

How can I create a screen-space distortion effect?

I am trying to create a screen-space distortion effect using shaders. This image demonstrating the effect I'm after is from Nvidia: Let's consider that I have access to the background texture. How ...
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3answers
133 views

2D HLSL World position

I'm trying to get world position from my vertex shader to my pixel shader so that I can disable the shader once a preset X coordinate has been passed (no shading once I'm over X). Getting the screen ...
2
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1answer
44 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 ...
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1answer
16 views

XNA custom effect importer

MSDN has an example of a custom hlsl effect importer and processor. Here is the importer's code: public override PSSourceCode Import(string filename, ContentImporterContext context) { string ...
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0answers
111 views

Slick2D shader crashes, but only after a while

I'm using Slick2D's ShaderProgram for shader-based drawing in my game. Some players report that after 3-10 minutes, the game inevitably crashes hard during what appears to be a setUniform4f operation ...
3
votes
1answer
422 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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2answers
100 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 ...
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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. ...
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1answer
41 views

Drawing a Line in 3D using DirectX 11

I had a lot of problems to draw a line in a 3D and had a weird results.. The 3D Lines are projects in 2D and that's so weird. They only work with that view matrix configuration: XMVECTOR Eye = ...
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1answer
80 views

GLSL: Vertex attribute to int

I'm trying to write a shader which renders a multitextured geometry wihout rerendering the geometry with each texture. In my test I'm not using textures, I just convert the texture index to a color ...
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2answers
61 views

How can I draw curves above a mesh surface?

I am making an animation of a deformed sphere that represents some aspects of the wave function in a hydrogen atom. I am starting with an octahedron that i push through a tessellation shader. The ...
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2answers
214 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 ...
2
votes
1answer
101 views

OpenGL ES Single Bitplane Texture (or something close)

I'm looking to use a texture to store single bits (or a low number of bits, two or three). This in of itself isn't hard if you're using nearest neighbor sampling with some bit plane unpacking. The ...
2
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1answer
85 views

Transparency behaviour on PowerVR

I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
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0answers
38 views

GPU skinning weird issue

I finally got my GPU skinning to work! (Mostly) I'm using MD5 format and this here tutorial However the weird part is that I'm getting EXACTLY the same issue as this unanswered post: here The ...
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0answers
39 views

Program not proprerly switching shaders [on hold]

currently I'm experiencing a strange problem. I'm not really experienced with opengl, but I will walk through my program and what I want to do with it. The idea is to draw a height map with a 3D ...
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1answer
298 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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2answers
513 views

Phone complains that identical GLSL struct definition differs in vert/frag programs

When I provide the following struct definition in linked frag and vert shaders, my phone (Samsung Vibrant / Android 2.2) complains that the definition differs. struct Light { mediump vec3 ...
7
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1answer
236 views

Implementing a Graph-Based Material System?

I'm trying to wrap my head around how material systems like this, this are implemented. These powerful and user-friendly, graph-like systems seem to be relatively common as a method of allowing ...
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1answer
473 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 ...
7
votes
1answer
353 views

How do I render my 3D game in ASCII art?

I'm trying to create an easter egg for a 3D game in Unity3D. I've the idea to pass my game momentarily in ASCII art. My first idea is to create a shaders to do that, but i'm not sure if it's the ...
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2answers
322 views

How do I perform an xBR or hqx filter in XNA?

I'd like to render my game scaled up with one of the hqx filters (hq2x, hq3x or hq4x) or an xBR filter in a shader. How can I do this in XNA 4.0 and SM3? Side note: this question has been heavily ...
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2answers
57 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 ...
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0answers
27 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 ...
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1answer
52 views

Bloom control - enlarging glare area

I am trying to improve my bloom system. So far I have bloom that looks like this: What I need is to enlarge the low-bloom areas to make it look like this: Simply increasing the bloom multiplier ...
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0answers
57 views

Understanding diffuse lighting in The Division

Here is a screenshot of the main character walking under a bright lamp: His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making ...
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1answer
150 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 ...
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2answers
139 views

How can I implement a futuristic “barrier field” that reacts to hits?

I want to implement a "shield" that reacts to projectile hits. Currently, my colliders are mapped to the animated sprite's outline on all frames. I'm looking for something like the image below. For ...
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1answer
39 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 ...
2
votes
1answer
202 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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1answer
150 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 ...
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2answers
12 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 ...
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1answer
142 views

XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any ...
1
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1answer
73 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 ...
3
votes
1answer
318 views

I want to render some surfaces in GLSL with normal maps, and some without

I have normal mapping working in my game, but I want to only use normal mapping for some surfaces, and not others. Right now, as far as I can tell, my shader is applying an incorrect normal of (0, 0, ...
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2answers
40 views

Dynamic Flow Control in HLSL with Array References

I'm trying to do lighting calculations for an array of point lights in HLSL. I simply want to pass light direction vectors from the vertex shader to the pixel shader. Here is sample code: static ...
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0answers
28 views

Placement Shader [duplicate]

Do you know what this shader is called, if you can give a link that's even better :) . I am talking about the green outlines on the objects that are selected. That's the shader that I would like to ...
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0answers
33 views

Very subtle HLSL syntax change causes compliation error

The following HLSL works and compiles: texture2D renderTarget; float h; // declared here sampler GetRenderTarget = sampler_state { texture = <renderTarget>; }; float3 GetHsvFromRgb(float3 ...
1
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1answer
72 views

HLSL: An array of textures and sampler states

The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have ...
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0answers
96 views

How to read neighbor pixels in GLSL?

I'm using SFML 2.1, it's much more straightforward for me so I can jump directly to learning the shading language. I'm trying to do something similar to conway's game of life. I already learned that ...
0
votes
2answers
115 views

Combine flat and smooth shading with a single model geometry

I need to be able to switch between smooth and flat shading interactively. Is there a way to do this efficiently with a single geometry? For example, smooth shading does not require duplicate ...
0
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0answers
24 views

Sprite framework binding multiple textures

In an attempt to batch render as many quads (sprites) as possible, I'm instance rendering a single unit-sized quad and passing in a buffer of per-instance data that includes width/height, texture ...
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2answers
62 views

How can I run a shader over the entire screen without interfering with other running programs?

I'd like to avoid hooking into DirectX, and just run a shader over the entire screen. Is this something I can do in Windows without draining an unreasonable amount of resources? I can use whatever ...
1
vote
1answer
110 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
0
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0answers
45 views

OpenGL ES 2.0 - Applying rotation to only specific quads within a batch

This problem seems fairly simple on the face of it: How, when drawing a batch of quads using a triangle strip, can I apply a rotation to only one or some of the quads. I've been looking at this ...
1
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1answer
54 views

How to fix model matrices colliding in vertex shader?

I am new to OpenGL programming and I'm writing some basic code to display a few objects onto a screen. I have a pyramid shape that I'm displaying, as well as a box shape that I am displaying. The ...
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1answer
99 views
2
votes
1answer
110 views

Shader - Transmittance or Absorption

I am trying to create a transmittance or absorption shader (glsl, hlsl, cg, etc...) in realtime but I don't find any good tutorial or white paper about this subject. I only find offline rendering ...