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
125 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
vote
1answer
58 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
2answers
146 views

Shader - Calculate depth relative to Object

I am trying to calculate depth relative to the object.Here is a good solution to retrieve depth relative to camera : Depth as distance to camera plane in GLSL varying float distToCamera; void main() ...
1
vote
1answer
181 views

Render 2 images that uses different shaders

Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders ...
0
votes
0answers
35 views

Shadow mapping comparing depth in GLSL

I've been trying to figure out how to compare against my shadow map, which has a shader that just does the following: gl_FragColor.r = gl_FragCoord.z; And my vertex shader for the render pass does ...
18
votes
13answers
7k views

What are some good resources for learning HLSL?

The last time I tried learning HLSL, I made a few shaders and mostly understood what I was doing, but I still felt like I was stumbling in the dark. Most of what I learned I got from various blog ...
2
votes
1answer
80 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 ...
0
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0answers
43 views

Is this shader too complicated for mobile? Renders solid black on mobile [closed]

I've written this for use in Unity with ShaderForge and have attempted to use it on Mobile, however it is rendering solid black. http://pastebin.com/5kitbRAg It is quite complicated, as it's a splat ...
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0answers
16 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 ...
3
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1answer
373 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 ...
1
vote
1answer
68 views

Replace each white spot of image to radial gradient

Recently, I have read article about sun shader (XNA Sun Shader) and decided to implement it using OpenGL ES 2.0. But I faced with a problem connected with shader: I have two textures, one of them is ...
0
votes
1answer
42 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 ...
0
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0answers
22 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
0
votes
1answer
175 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
54 views

Set color by uniform per sprite using libGDX SpriteBatch

I am using a SpriteBatch to render large amounts of sprites very fast. Now I want to modify the sprites with shaders to tint them in a color. Problem 1: Altering an uniform by getting the shader and ...
0
votes
1answer
247 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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0answers
53 views

Shader - Objects Depth or Thickness

I am using Unity and would like to render the thickness of an object.My first thought was to use the ZBuffer and the depth but it is always depend to the camera, it seems legit.But I would like to ...
2
votes
1answer
109 views

XNA/MonoGame/SharpDX: Pixel shader with sprite sheet

I've searched around for two days now on the internet but cannot find a solution. I've also read up on Pixel Shaders on MSDN with no luck. I'm trying to apply a simple pixel shader to a sprite batch ...
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votes
0answers
25 views

HLSL Shader Relative Positioning

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...
1
vote
1answer
385 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
134 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
0answers
47 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
2answers
147 views

How to implement color changing fragment shader?

I have a background of a given size and filled with a given color. I want to change it with an animation effect, starting from the center and spread out until it extends the whole background. The new ...
3
votes
0answers
57 views

Ogre PSSM Grass Receiving Shadows

So I made the switch to Ogre3D (v1.7) and using PagedGeometry. What I'm trying to do is make a simple scene with a terrain, some trees and grasses. In a nutshell, I would like to achieve this kind of ...
2
votes
1answer
184 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); ...
0
votes
1answer
128 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
1answer
46 views

Distort a quad with a World Matrix

Is it possible to distort a quad multiplying its vertices by a specific world matrix? See the picture to understand what kind of distortion I need: Please note, that the quad is in 3d space and I ...
0
votes
0answers
24 views

Is it possible to loop over an array of samplerCube/samplerCubeShadow using OpenGL/GLSL?

I try to manage a scene with several point lights. For the moment my program works perfectly with just one point light. So I have in my fragment shader the following uniform declaration: uniform ...
9
votes
3answers
999 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 ...
1
vote
1answer
72 views

Tons of textures using vbo

I recently learned how to create shaders and was looking to make a simple top down game, starting with a tilemap. The problem I encountered, Whilke I can store a vbo of all the blocks in a "chunk" of ...
1
vote
1answer
135 views

How do I add a border to rectangles using a shader?

I want to draw some rectangles with a border. Currently I render the fill with glDrawArrays(Triangles, ...) and the border with glDrawArrays(LineLoop, ...). Is there a neater way? I'm targeting ...
0
votes
1answer
66 views

Simple shader for sprite interface [closed]

I have been looking for any examples for a long time, I cant get anything to work (from the examples). I have tried using vertex/pixel shaders, effects files, but they never have any effect on the ...
3
votes
2answers
150 views

Possible to create transparency shader which doesn't stack alpha values

The image above best demonstrates what I'm trying to achieve. It's a transparent shader for objects, but wherever the objects with this shader intersect they don't add together but simply merge with ...
0
votes
1answer
115 views

3D position of an arbitrary UV coordinate

I have a UV map for a 3D mesh that encodes "links" between pairs of UV coordinates. I have previously defined this links (or pairs), one to one. The links are enconded using the function rgb_color(u1, ...
1
vote
0answers
49 views

Unity Free Inverse Depth Mask?

How would it be possible to create an inverse depth mask? In this case, I refer to a depth mask as a shader attached to a mesh that 'pokes a hole' through the current camera layer to let you see the ...
0
votes
1answer
59 views

Applying transformations in Geometry Shader

So, I am trying to program in opengl (3.3) a kind of robot. The idea is that I have some simple blocks that represent his body (4 rectangles for his arms, one for the torso and the last one ...
2
votes
1answer
40 views

Rendering a mesh in image viewport

I have a mesh made of nearly half to a one million vertices. I also have some 6-DoF camera poses around this mesh. At these poses I'd like to find out which of the 3D points of this mesh get projected ...
14
votes
3answers
3k views

How can I draw outlines around 3D models?

How can I draw outlines around 3D models? I'm referring to something like the effects in a recent Pokemon game, which appear to have a single-pixel outline around them:
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 ...
3
votes
1answer
89 views

Desaturate texture using mask in OpenGL 2

I have a very large texture i am using as background and i want to apply a filter to a small part of it, the "small part" is defined by the alpha layer of another texture i have (which is still ...
0
votes
1answer
143 views

GGX energy conservation

I´m trying to implement a microfacet BDRF with GGX density function in my renderer. I have read almost all the papers out there in the last week, and I have a bunch of equations that should work fine, ...
7
votes
2answers
896 views

How many OpenGL programs should I use to render multiple objects?

My scene has multiple objects in it. (Let's say 3 cubes, 1 cylinder, 8 spheres.) I assume I should create a vertex shader for each. How many programs should I have? Alternatives: One program per ...
1
vote
1answer
69 views

Lookup table in shader opengl es

What I need is apparently very simple, a lookup table in a fragment shader. It seems that the natural way would be an array float lut[], but in some implementations of OpenGL ES I am getting an error ...
17
votes
3answers
1k views

Why is H (blinn) used instead of R (phong) in specular shading?

I can't find a good reason for this anywhere. The reflection vector used in phong has a simple basis in physics. But the half vector used in blinn seemingly has no rational basis, and does not ...
0
votes
0answers
20 views

Shader | Special Effect - Unit selection [duplicate]

I would like to know how the shaders used to show which unit is selected are made. Here is an image to illustrate. How the merge effect of the blue circles can be achieved ? I didn't found any ...
1
vote
1answer
50 views

Using depth texture for depth testing

I was wondering if it is possible to render my scene onto a depth texture then using that texture for depth testing in another pass. I have an idea to that in shaders, but is that possible ...
0
votes
0answers
67 views

Gaussian blur not working correctly

So pretty much I tried to add a gaussian blur to something I am making and it is acting oddly. The setup is like: [All framebuffers are cleared to rgba(0,0,0,0), normal blend enabled] Draw some solid ...
1
vote
0answers
133 views

How to implement efficient Fog of War?

I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the ...
0
votes
1answer
63 views

Proper way to encapsulate a Shader into different modules

I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP ...
2
votes
2answers
281 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 ...