Questions tagged [fragment-shader]

A program that runs on the GPU to determine output colors for pixels. Also known as a fragment shader.

Filter by
Sorted by
Tagged with
0 votes
0 answers
27 views

Draw a plane in fragment shader using determinant?

I'd like to use the determinant of a matrix to draw a plane in the fragment shader. But I don't understand how to come up with the matrix. Let's say that I have 3 points that lie on the plane: A, B, ...
user avatar
1 vote
2 answers
102 views

Combining palette-swaps and smooth scaling in a pixel-art shader

I am creating a pixel-art game in MonoGame, and have written a shader to perform various effects on a sprite when rendering it, such as performing palette swaps, highlighting outlines, etc.. Most of ...
user avatar
  • 23
1 vote
2 answers
66 views

Custom directional shadow map from sun

Due to some material features, I need to create my own directional shadow map. Everything seems to work ok, until the moment where I compare depths. First I add a camera component to the directional ...
user avatar
  • 173
0 votes
0 answers
28 views

How can I make the inside of a mesh solid?

I followed this tutorial to create a simple liquid effect. I am trying to modify it to make an effect where it looks like the liquid is covering an object. I have a shader that changes the alpha of an ...
user avatar
  • 1
0 votes
0 answers
10 views

Combine fixed4's inside shader

In my shader I have 2 fixed4's: one for land and the other for water. The land fixed4 is completely opaque whereas the water <...
user avatar
  • 191
1 vote
1 answer
34 views

Unity Shader w Color Bar for Fragment Color Manipulation

Situation I have a shader for images with "wonky" colors - the reason the colors are so messy is because it's a sneaky way to encode data into the RGB color channels eg the red channel is ...
user avatar
  • 191
1 vote
0 answers
181 views

1Bit Bayer Ordered Dithering Shader

I’m having a problem trying to fix my 1bit ordered dithering shader. This shader is going to be perfect to be used but there is some detail that I would like to fix. First of all, this shader is not ...
user avatar
0 votes
0 answers
67 views

Very basic question: Passing data in fragment shader to next frame (Metal)

I am casually trying to learn a bit about writing simple fragment shaders, in particular using Metal API. I have been experimenting in KodeLife. As a simple example, I am trying to remake the Double ...
user avatar
  • 101
1 vote
0 answers
110 views

Cursor trail with fragment shader

I wish to draw a simple mouse trail using fragment shaders, similar in appearance to drawing the following in processing (omitting the step of clearing the canvas). I cannot wrap my head around the ...
user avatar
  • 111
0 votes
2 answers
79 views

Is there a way to figure out in which quad I am in fragment shader?

In my openGL project I draw a lot of quads (composed from 2 triangles) - for sake of example let's say quad 0,1,2 and 3. I process them in single pass. I do transform them with projection view matrix ...
user avatar
0 votes
0 answers
108 views

OpenGL I want my image to change color based on stencil

I have an image and a rectangle on the screen, using the using this stencil functions I managed to render or not render a certain part of my image. ...
user avatar
  • 1
0 votes
1 answer
41 views

Relocate texture regions with pixel shader

I'm new to DirectX and pixel shader development. I want to know how to relocate region of input image in post processing. What I want to achieve is to divide my image into 4 pieces and then relocate ...
user avatar
0 votes
1 answer
123 views

GLSL Shade a box different colors for two ends with one material in Three.js

First, I knew the following basic knowledges, GLSL Language, Learn WebGL2 ​- GLSL ​* GLSL Shaders OpenGL - Coordinate Systems, [OpenGL - Advanced GLSL] 3D Game Shaders For Beginners - GLSL ...
user avatar
  • 121
0 votes
1 answer
171 views

Debugging shader script in GLSL ES - Game Maker 2 (CompileError)

I am trying to use this shader in the game I am making with Game Maker Studio 2. I tried to convert it for GM2 and here is my result: Shader type I used on GM2 is ...
user avatar
  • 111
1 vote
0 answers
66 views

Why is this GL_TRIANGLE fan texturing incorrectly?

I am constructing some terrain for a 3D game (in C) as a 2D grid of tiles, the corners of which have height into the 3rd dimension. In the middle of each tile is another vertex, the height of which is ...
user avatar
  • 111
0 votes
1 answer
33 views

filter camera output by mesh

(skip to edit for the actual problem) I have a simple plane mesh generated via script (has arbitrary shape). I want the shader to discard (set to black) all pixels that aren't passing through that ...
user avatar
  • 1
-1 votes
1 answer
99 views

Shaders overriding other shaders

Recently, I've been making a 3D game and I have been having trouble with making multiple shaders. I've researched this for a bit, and told that I had to use ...
user avatar
0 votes
0 answers
28 views

Issues with percentage closer filtering

I'm trying to code a simple game via OpenGL C++. I've implemented a point light, parallax effect with textures, objects from blender etc. but I seem to have an issue with my percentage closer ...
user avatar
-1 votes
1 answer
70 views

Post Processing without using FBOs?

Recently, I've been making a 3D game (hint my questions), and I recently have modified a pixelization shader from a unity shader graph tutorial. The thing is, I want to render the shader on the WHOLE ...
user avatar
0 votes
2 answers
201 views

How to use vertex and fragment shaders without using VBOs and VAOs?

Recently, I am trying to make a 3D game in LWJGL 2, not LWJGL 3, just because I am more familiar with LWJGL 2. Since LWJGL decided to shut down their legacy wiki website, I've been researching alot ...
user avatar
1 vote
0 answers
577 views

OpenGL Compute Shader vs Fragment Shader device support

I have a game with massively parallelizable logic, which I intend to write calculate on the GPU (Java/LibGDX). I am planning to implement a logic for it through a fragment shader, instead of a compute ...
user avatar
1 vote
0 answers
95 views

Fragment shader not working as expected

I am porting the following shader into Godot. The results seem not correct though. Apart from the wrong colours there seems to be no change with time. What is the problem with it? ...
user avatar
  • 111
1 vote
2 answers
226 views

How to colour blend between two materials? [closed]

I've been trying to get a material (with an image texture) to animate towards a colour mix with transparency, but either I'm attempting something the wrong way, or unable to find the right keyword to ...
user avatar
0 votes
1 answer
292 views

How to implement dither in pixel shader?

I've seen this talk about INSIDE's rendering (thanks to DMGregory). It says that we should dither everything. What I wonder however is how to dither in a simple fragment shader? In a Pixel Shader I ...
user avatar
  • 641
1 vote
1 answer
156 views

How to avoid banding with raymarched fog?

I have a raymarching shader for fog. It works well but It creates artifacts in the form of banding: I understand the problem: The step size is too large and the sample points above the ground are not ...
user avatar
  • 641
1 vote
1 answer
166 views

Why does my stencil buffer allow pixels through?

I'm rendering a scene using OpenGL. The scene consists of a grassy environment and a small lake (visible as two surfaces). To achieve water surface transparency, I'm using a stencil buffer to render ...
user avatar
  • 529
1 vote
1 answer
399 views

How to convert screen space to world space?

I have a shader that should do raymarching. But I have problems converting the fragment's position to a worldspace coordinate. This is my vertex shader: ...
user avatar
  • 641
1 vote
1 answer
1k views

mapping texture uvs to sphere for skybox

I've been trying to learn shader coding, specifically procedural skyboxes. I've been using this guide here which is a shader graph tutorial and try to write out the steps in code. However, I'm stuck ...
user avatar
3 votes
1 answer
162 views

Shading a concave cube as a convex cube with forced perspective

Context I'm building a graphics pipeline for voxel volumes. I'm using an existing game engine (Bevy) which provides a way to put an object in 3D space. In my application, the voxel volumes can be ...
user avatar
  • 33
0 votes
1 answer
186 views

Drawing a pixel perfrect rectangle with stroke using shader

I'm drawing a rectangle based on input sizes and use it to mask the screen. Now I want to give it 1 pixel stroke but it doesn't rasterize to one pixel. I tried UnityPixelSnap but still no chance. Here'...
user avatar
0 votes
0 answers
35 views

How to 3 triangle could generate hundred of fragments? [duplicate]

I am just watching the Shaders intro video from here where the Youtube is saying 3 vertices make up a triangle and Could generate a couple hundred fragments based on how much of the screen that ...
user avatar
2 votes
1 answer
429 views

Is linear filtering possible on depth textures in OpenGL?

I'm working on shadow maps in OpenGL (using C#). First, I've created a framebuffer and attached a depth texture as follows: ...
user avatar
  • 529
0 votes
0 answers
770 views

Unity: Efficient way to get the average pixel color for a portion of the camera viewport

At it's core, the problem I'm trying to solve is this: I have a camera (not main) that I would like to project to a 2 pixel RenderTexture. I would like the first ...
user avatar
  • 101
5 votes
1 answer
2k views

Creating Blender-like cavity shader

I'm trying to achieve in Godot something similar to cavity effect from Blender (this can be enabled in viewport options; cube on the left is displayed by viewport with this option enabled): How would ...
user avatar
1 vote
1 answer
111 views

Sending light data from Vertex Shader to Pixel Shader?

We have a pixel shader constant buffer that contains the light data for the item that is currently rendered. To implement tangent space normal mapping, i would need to transform each light into ...
user avatar
  • 641
1 vote
1 answer
107 views

Fragment shader - map dot texture repeatedly over the sphere

I have a sphere and in Fragment shader, I have available lat / lon position (in radians) for every fragment. I have a texture of a single dot. I need to map this single dot (or any other texture) ...
user avatar
  • 1,086
4 votes
1 answer
3k views

Infinite world floor grid shader

I am trying to render an infinite world floor grid, similar to this question. My project is using SceneKit with Metal Shading Language but the concepts are no doubt similar between GLSL/HLSL. Here is ...
user avatar
  • 1,369
0 votes
0 answers
350 views

Fragment shader for lighting in isometric perspective

What I'm trying to do is to achieve basic lighting in 2D from an isometric perspective. Here I have 2 textures that are used as tiles for the ground: Color: Normal map: I have a fragment ...
user avatar
0 votes
1 answer
43 views

How can I mod a game to render only certain pixels during pixel shader stage?

I am a gamer and hobbyist programmer in game dev and deep learning algorithms. I want to train a deep learning algorithm like DLSS from NVIDIA, which can render a complete frame by taking certain ...
user avatar
  • 3
2 votes
0 answers
54 views

How to apply a color transform to textures when using pre-multiplied alpha?

I'm trying to apply a color map to my textures. The map is a 4x4 matrix that adjusts the contribution of each RGBA channel returned from the fragment shader. My texture needs to use pre-multiplied ...
user avatar
  • 121
0 votes
1 answer
250 views

Unity mesh shader for outlining colour changes

I've written a shader to change colour on a deformable mesh's Z position. This is to create the effect of topographic/contour maps where the colour changes based on the height of terrain of the mesh. ...
user avatar
  • 245
1 vote
1 answer
449 views

intersection of primitive in a unit wrapping 3D space

is there people good enough for a math problem (for a shader)? I want to write an algorithm that would intersect primitives (triangles, squares, circle, sphere, cube, cylinder) inside a unit wrapping ...
user avatar
  • 197
0 votes
0 answers
111 views

Shader intersection radiate outwards

I've been working on a water shader for a project I'm currently working on and have been trying to work on the intersections between objects in the water to create a foam effect that radiates outwards....
user avatar
0 votes
1 answer
94 views

How should shader be structured? (GLSL)

I've been writing, deleting and rewriting OpenGL programs in C++ but usage of shaders confuse me. I don't know how it should be structured. Scenario A: (In a world we have a sun, the sun should ...
user avatar
0 votes
0 answers
51 views

Gamma adjustment slider implementation

Various online sources talk in sufficient detail about gamma correction. By following them, I achieved a rendering pipeline that looks somewhat like this: ...
user avatar
  • 113
3 votes
2 answers
2k views

Why is enabling GL_FRAMEBUFFER_SRGB making the colours brighter?

My understanding of gamma correction is as follows: We want to do colour math in linear space so we can lerp etc. between colour values and get the results we expect. But human eyes don't have a ...
user avatar
  • 694
0 votes
1 answer
260 views

Add single color background to texture using shader

I want to add a single color background to my texture. In my case, in Unity UI, I can simply create two Image components, one on top of another, and use the one on the bottom as a single color ...
user avatar
0 votes
1 answer
79 views

How to draw stencil ref value

hi i am currently implementing UI screen that shows Depth Complexity of scene, so that we can figure out how many time each pixels work for same pixels. for this i need to render stencil ref value. ...
user avatar
0 votes
2 answers
965 views

How to decorate the floor with a grid?

I got this photo from mixamo.com — I want to draw grid lines similar to this on my floor. I'm sure this is easy by using textures, but I'm trying to avoid using textures as much as possible. Is there ...
user avatar
  • 143
2 votes
1 answer
155 views

Rendering colors from a texcoord output

I'm trying to implement a faster alternative to super-sampling for my isometric 2d monogame game (for when the view is zoomed out). The idea was that I would render the texture coordinates to the ...
user avatar

1
2 3 4 5
7