Questions tagged [vertex-shader]

The tag has no usage guidance.

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

Is there any way to store values in vertex shader such that they can be used in the next frame?

As I understand, the values assigned in the vertex shader aren't persistent and storing them doesn't do anything. I want to store the MVP matrix in another variable to be used in the next frame. ...
Nikhil Nair's user avatar
1 vote
0 answers
196 views

Expected a smoothly fading opacity in this Raylib shader, but instead it is chunky

In my main file, I create a regular icosahedron and assign the below shaders to it using the Raylib framework in C++17. I intended for the vertex shader to assign a 1.0 alpha value to points at Z=-5....
James Watson's user avatar
0 votes
0 answers
51 views

modify unity plane into pyramid with a flattened top (frustum)

Question Is it possible to make a plane appear as a pyramid with a flat top ? I'm thinking of a vertex shader with a slider for where the "flat top" is. I'm having trouble knowing where to ...
Jacksonkr's user avatar
  • 229
0 votes
1 answer
31 views

Little problem with offsetting transformed vertex in a vertex shader

I’m working on some home-made menu stuff under DX11. I’m creating the rect menus at start all located at position 0,0. Each menu contains some lines of options. Everything is created as transformed ...
philB's user avatar
  • 99
1 vote
1 answer
103 views

How to avoid conditional statements inside a vertex shader?

How can I avoid the conditional statement of the following code snippet of the vertex shader? What is an improved way of writing the below? ...
Jmbib's user avatar
  • 11
2 votes
1 answer
3k views

What is the use of multiple vertex color sets

I noticed that Assimp supports meshes with multiple vertex color sets, but what is the use of multiple vertex color sets? I mean are multiple vertex color sets are really used in any games, and if yes,...
convert's user avatar
0 votes
0 answers
159 views

How to add inverted hull outline to desired objects in HLSL?

I am currently trying to edit a Vertex Shader of a game and want to add inverted hull outlines to the desired objects, but there are a lot of tutorials on the inverted hull for Unity, Blender, and ...
Krish-fz's user avatar
0 votes
1 answer
107 views

GLSL Shader r GL_INVALID_OPERATION from glUniform1f error with textureSize

For debug purposes I've minimised the shader to the following: ...
Hasen's user avatar
  • 194
1 vote
1 answer
649 views

Vertex Displacement Shader Graph With The Camera Moving Issue

I have a foliage sway shader, that works well. But when the camera moves the vertex displacement stops: And the weird thing also is that if I move the camera to the right nothing seems to happen, ...
Kinan GH's user avatar
1 vote
1 answer
740 views

Vertex color values are not smoothly transitioning/interpolating in Godot shader

I'm trying to write a shader for terrain that will color the mesh based on slope angle, ie color the sides of mountains or other steep surfaces a different color than the ground. In my shader I am ...
doctordingus's user avatar
0 votes
2 answers
368 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 ...
Janis Taranda's user avatar
0 votes
0 answers
283 views

How to map 2d point on grid/plane mesh to 3d point on sphere with minimal distortion?

I have a grid of voxels that I want to "bend" into a sphere via a vertex shader with minimal distortion. I've tried 2 approaches so far, both of which don't quite give me the desired effect. ...
DoingJavascriptForBread's user avatar
0 votes
1 answer
519 views

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 ...
samm's user avatar
  • 121
0 votes
1 answer
119 views

OpenGL translation based on “scaled” pixels? (Not physical pixels)

My (2D!) game runs in a “scaling mode” so to speak, and I’ve yet to find anyone asking this question anywhere. Basically, I want to achieve a sort of “scaling algorithm” whether graphics are ...
Redful Oakside's user avatar
-1 votes
1 answer
233 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 ...
Pale_Gray's user avatar
0 votes
1 answer
76 views

How to construct a matrix with the following mapping

How would I create a matrix that maps coordinates like so: Near plane x: [-3,3] -> [-1,1] y: [-6,2] -> [-1,1] z: 2 -> -1 Far plane ...
user3346597's user avatar
-1 votes
1 answer
113 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 ...
Pale_Gray's user avatar
0 votes
2 answers
268 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 ...
Pale_Gray's user avatar
1 vote
1 answer
84 views

How to transfrom CollisionPolygon2D according to the Vertex Shader applied to a Sprite?

Consider this: * KinematicBody2D - * Sprite - * CollisionPolygon2D And a vertex shader: ...
pietrodito's user avatar
0 votes
1 answer
406 views

Convert a UV shader to Triplanar

I am doing procedural environment generation using Houdini and Unity. There are two main shader features I want: Vertex-Color Height Blending - I currently have a shader for this which I purchased. ...
max pleaner's user avatar
2 votes
0 answers
101 views

How to get struct layouts from vertex shader input using ID3D12Reflection

I am attempting to write a code generator that builds C++ structs/classes from D3D12 reflection data built using DXC. Given a simple vertex shader signature: ...
MSinger's user avatar
  • 21
-1 votes
1 answer
160 views

Pass equations into shaders to define graphics - HLSL or other shaders

Is it possible with HLSL (or other popular shader languages) to pass instead of an image, an equation that would define the pixel color / position output by the shader? This would allow for more ...
alaokastrail's user avatar
0 votes
0 answers
56 views

Unreal Asset export : vertex-shader

I have an Unreal asset, and we need to convert or replicate a similar visual appearance in Unity. Initially, we started converting the Unreal asset into FBX. Used MAYA to reload the content with ...
H1983's user avatar
  • 1
2 votes
1 answer
914 views

What is the proper strategy to manage vertex buffers?

I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
GameDevAlien's user avatar
1 vote
1 answer
240 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 ...
Raildex's user avatar
  • 703
4 votes
1 answer
5k 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 ...
Zack Brown's user avatar
  • 1,459
0 votes
1 answer
284 views

If I use vertex shader to do all operations on object, then constant buffer can be empty?

The program cycle is Update(); UpdatePipeline(); In Update() constant buffer for each object, that after transformations, has ...
Stdugnd4ikbd's user avatar
1 vote
1 answer
402 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. ...
DeeCeptor's user avatar
  • 255
2 votes
2 answers
358 views

z ordering in directx11

Hi recently i am trying to implement z ordering system into my directx framework. So every object will have z order property(int), and this value will have higher priority than depth checking for ...
KIM CHANGJUN's user avatar
0 votes
0 answers
1k views

Simple shader that scales UI image from the center

I'm having trouble making a (vertex) shader that scales UI images from the center. I can scale the image, but the image doesn't stay centered. Here is a project showing the problem Here is a ...
Drin's user avatar
  • 51
0 votes
1 answer
3k views

How do you write an unlit shader which supports Ambient Occlusion?

For performance reasons, a scene might use Unlit shaders only. Is there an Unlit shader which supports Ambient Occlusion? What is the best way to achieve this look, for moving and static objects, ...
Jethro's user avatar
  • 309
1 vote
1 answer
3k views

Morphing a 3D model into a sphere or cube using a vertex shader

I want to morph between 3d models.I found a simple OpenGL code to morphing In Graphics Shaders: Theory and Practice(page 456) but I couldn't Implement it correctly in unity. ...
Seyed Morteza Kamali's user avatar
0 votes
1 answer
721 views

error X4016: SV_InstanceID semantic cannot be used with 10Level9 targets

I'm using a variant of the D3D12 UWP template that comes with VS2017 Community Edition and I have two related questions: When I add this italicized and bolded code to the vertex shader signature, I ...
Shawn Eary's user avatar
0 votes
0 answers
122 views

Why does this work in the fragment shader but not in the vertex shader?

I'm doing some model view and projection transforms in the vertex shader and I want to determine whether the current vertex will end up on the viewport or not. After searching a bit I found that ...
John Katsantas's user avatar
1 vote
1 answer
3k views

Combining several passes in shader in Unity

I am very new to shaders but can't seem to find an answer to my problem. To put it simple I have created a flag shader, which can apply texture, animates and should also react to light. The problem ...
Lizzie Sidenius Nordentoft's user avatar
0 votes
0 answers
111 views

Prevent near-plane culling in vertex shader

I am rendering a non-sphere light mesh and the standard question is how to cull: cull front faces and you loose Z-Testing benefits, cull back and you get into situations where camera is not rendering ...
cubrman's user avatar
  • 1,551
1 vote
1 answer
869 views

Does it make sense to do more calculations in the fragment shader if there are more vertices than pixels?

I'm very new to graphics programming, and as I understand it vertex shaders are called per vertex and fragment shaders are per pixel (ignoring anti-aliasing). When it comes to optimization all sources ...
ragemagic's user avatar
0 votes
0 answers
826 views

Drawing 2D text over 3D scene OpenGL3.3

I got a question regarding rendering a 2D text over the 3D scene in OpenGL 3.3. I followed this tutorial about how to render text in OpenGL. Although the tutorial is for C++ i ported it to Java (...
Maroš Šeleng's user avatar
4 votes
0 answers
474 views

How to implement a pannini projection in opengl?

I have read about the pannini projection, which involves (I think) projecting a scene onto a cyclinder instead of a rectangle. How can I implement this projection in a vertex shader? Blinky is using ...
jokoon's user avatar
  • 5,243
1 vote
1 answer
685 views

Multiple mains in vertex shader, GLSL

I have a renderer where you can define passes where you pick the shader, and a signal, each object can register a listener to that signal in order to draw himself, the problem comes when some objects ...
evilpudding's user avatar
0 votes
1 answer
72 views

Why does this floor() call appear to have no effect?

I'm trying to get an effect where my material forms a mosaic which is aligned to the material. So I slapped a simple quad in the scene with a new material on it and set a new shader to that material. ...
Hakanai's user avatar
  • 165
20 votes
2 answers
21k views

What can I do with the 4th component of gl_Position?

When I set gl_Position I usually assign it such as gl_Position = vec4(in_position, 1.0) where ...
dot_Sp0T's user avatar
  • 2,012
3 votes
1 answer
4k views

How can I roll up a plane with a vertex shader?

I have plane that I want to roll up using a vertex shader, like this: I found a math demo that shows the kind of curve I want my mesh to follow. I tried implementing this in my shader code, but the ...
Seyed Morteza Kamali's user avatar
3 votes
1 answer
2k views

Difference between linear and logarithmic z-buffer

I've searched about this topic for awhile and i couldn't find it on google. I've come across several ways to avoid z-fighting which are linear z-buffer, logarithmic z-buffer and reversed z-buffer. I ...
Greffin28's user avatar
  • 989
0 votes
1 answer
73 views

Transform vertices in a line differently?

With a GL_LINE, is there a way to have the vertex (or geometry) shader treat the first and second point differently? i.e. In a line from ...
Matt's user avatar
  • 155
6 votes
1 answer
1k views

How can I make custom character face editor In my game In an optimal way?

In many games there Is section as customize character that you can make your own character.I always love to know how can I make something like It. Even old game have this feature? but how ? For ...
Seyed Morteza Kamali's user avatar
9 votes
1 answer
846 views

Why does duplicating my object cause its vertex animation shader to distort it?

I used a vertex shader (based on this example) to animate a flag waving. When I have a single flag in my scene, it works correctly. When I duplicate the flag, all of the copies become wildly ...
Seyed Morteza Kamali's user avatar
0 votes
1 answer
64 views

DirectX Assembler Stage, passing same data

I'm having problems with the Input Assembler. The first time the data is passed through the pipeline, everything is fine. But, when the index buffer (with a diffrent/higher index than before) refers ...
Wolfgang Schafzahl's user avatar
0 votes
1 answer
187 views

Does cube map texturing works only for objects which vertices are is in [-1,1] range?

Im attempting to texture an .obj file that is not a skybox. So the question is, every tutorial about cubemap creates their hardcoded cubes with vertices ranging from [-1, 1]. Probably not, but is it ...
Pavels's user avatar
  • 13
4 votes
2 answers
4k views

color individual triangles on a mesh in Unity?

I am trying to use Unity to display a model and color some triangles on the model to high light those parts of the model. I have created a scene, with a camera, a light source and a cube. After the ...
user802599's user avatar