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How can I take care of anti-aliasing/pixelation in QML when using a shader effect?

*Hi, I'm using a shader effect for my speed gauge implementation, and it works perfectly on the desktop application without any anti-aliasing issues. However, when I run the same code on an embedded ...
Raja's user avatar
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31 views

How to calculate Gertner waves normals?

I'm unable to properly calculate the normals for gertner waves following the Nvidia article vec3 get_wave(vec4 wave, vec2 direction,vec3 vtx) { // x = SPEED, y = WAVELENGTH, z = AMPLITUDE, w = ...
E F's user avatar
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1 answer
35 views

Handling multiple render targets of differing sizes in Metal

I would like to use a fragment shader with multiple render targets to output YCbCr data from RGB input, where the Y data is written to one texture and the CbCr to another, smaller texture (due to ...
tenuki's user avatar
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1 answer
44 views

How can i calculate the surface Point of a given Object?

I'm implementing ray marching in GLSL to render spherical objects with surface point visualization. The issue occurs when viewing the objects from certain angles - the surface position calculation ...
Sengeki's user avatar
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0 answers
42 views

HLSL Shader, Unreal- Float seems to cause performance problems

I'm building a shader in Unreal using HLSL, and the final piece of it looks something like this- // Check un-overlapped ranges for (int r = 0; r < range_count; r++) { if (combined_spheres[r].y !...
Hadi Soufi's user avatar
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0 answers
26 views

WebGL Cannot draw gl.POINTS and gl.LINE_STRIP at the same time

I am currently learning WebGL and for that i am creating an app that draws B-Spline curves. In my code i have option of drawing both the vertices and the lines connecting those vertices in my curve. ...
Mauricio Polvora's user avatar
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0 answers
122 views

How to get shadow from additional light in Unity custom shader? (Self-solved)

I’m working on a project in Unity where I’m using a compute shader to render grass. The rendering path is Forward+, and I’m trying to make the additional lights affect the grass. I want to achieve ...
user16287208's user avatar
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1 answer
52 views

Three js and glsl multiple texture rendering issue

Hello i am trying to do 3d model configuration example with react, three fiber js and glsl There must be multiple stickers and stickers has to be arrangeable dynamicly(position, scale, rotation) so I ...
Bn'R's user avatar
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1 vote
1 answer
142 views

Analog speedometer with QML shader

I am trying to develop an analog speedometer in QML using a ShaderEffect, but I have not been able to achieve the expected result. The goal is for the fill shader (a red arc image, referred to as the ...
Webmaster's user avatar
1 vote
1 answer
27 views

Vulkan Wierd Texture Coordinate

To test my renderer, I just render a quad that fills the screen to texture sampling These are my vertex inputs in input assembly. The problem is that I rendered texture coordinates to screen and I ...
yigitEmre's user avatar
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1 answer
39 views

Modifying Color Alpha Based On Distance With Camera in Frag Shader (UNITY 3D)

I have the following shader code: Shader "Ogxd/Wireframe" { Properties { _FadeDistance("Fade Distance", Float) = 3.0 _EdgeColor("Edge Color", Color) = (0 ,0 ,0 ,1) ...
Diveye's user avatar
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0 answers
34 views

How to use NODE_POSITION_VIEW to get the centre of a node in the screen view

All I want is to be able to get the UV coordinate of the centre of a mesh (in this case, to take the colour from). However, in the code below, it gets the UV coordinate of the bottom right corner for ...
epic man's user avatar
1 vote
0 answers
22 views

Is a distance based approach better than a Barycentric based approach to outlining a polygon with many vertices in pixi.js?

I'm trying to apply a fragment shader to a Mesh within pixi.js. The calculation of the geometry of the shape is correct and the application of a shader to change the color of the entire shape works ...
thegraph1csman's user avatar
3 votes
1 answer
72 views

Why is writing to gl_FragDepth fast when using constant values, but slow when using varying values?

I have the following situation: I want to transfer depth values from a framebuffer with 1 sample to a different framebuffer with 8 samples. I think, the only way how this can be accomplished is by ...
j00hi's user avatar
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1 vote
0 answers
146 views

ImGui custom shader using vulkan

Im making gui in imgui, using example from official repository(example_glfw_vulkan), and i encountered a problem, that i cant apply shader to my popup`s background. expected result in this image you ...
Seleran's user avatar
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1 vote
1 answer
74 views

Error compiling fragment shader in Three.js: 'texture' not found

I'm working with Three.js and am facing an issue when compiling a fragment shader. Here's my code: https://jsbin.com/cigadibeya/3/edit?html,js,output. I tried to implement animation like here: https://...
user26951052's user avatar
1 vote
1 answer
88 views

In Godot 4, Shader not shading the correct pixels

I have a TileSet and I'm trying to apply a custom Shader and ShaderMaterial to one of my tiles. However, it's not shading the right area. I'm a newbie to both Godot and game development, but ...
dx_over_dt's user avatar
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0 answers
62 views

Reaction diffusion with shaders on WEBGL

I'm writing a reaction diffusion simulation with p5js based on a video and this tutorial. The code so far is this: var vertSrc = ` #ifdef GL_ES precision mediump float; #endif attribute vec3 ...
SandWood Jones's user avatar
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0 answers
26 views

How To Let ShaderMaterial Receive/Cast Shadows

So, I have been playing around with vertex and fragment shaders, and wanted to know if there was a way to add shadows to the fragment shaders? I have tried many unsuccessful attempts, and researched a ...
LeftClickMage's user avatar
-1 votes
1 answer
74 views

GLSL bouncing ball issue

#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec3 color_bg = vec3(1.0); vec3 circle_color = vec3(0.0, 0.0, 0.0); void circle(...
David's user avatar
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0 votes
1 answer
65 views

Fix Incorrect Colors on Godot4 Shader

Inconsistent Results for Grass Shader Sampling Ground Texture Between Different Renderers I'm currently developing a Grass Shader that samples the ground texture in Godot 4. However, I've encountered ...
ilies's user avatar
  • 85
0 votes
0 answers
66 views

Sync issue for gl_InstanceIndex between vertex and fragment shader

I'm trying to implement this OpenGL text-rendering tutorial in Vulkan: https://learnopengl.com/In-Practice/Text-Rendering and the improvements in this video: https://www.youtube.com/watch?v=...
rgos's user avatar
  • 99
0 votes
1 answer
68 views

Issue with reading texture data inside RESHADE Pixel Shader

I am new to reshade, but not new to programming as a whole. I tried to implement a compute shader using modern re shade, who's information was then passed to a pixel shader that passed that data to ...
The Armored Panda's user avatar
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1 answer
21 views

When using points in ThreeJS there is a black background on each point if using depth writing

I have a scene where I use points, like so <points ref={gPoints} position={position}> <bufferGeometry attach="geometry"> <bufferAttribute ...
user25766836's user avatar
0 votes
1 answer
298 views

GLSL fragment shader Sine wave change the direction and color

I have glsl Fragment shader code need to change the line color, background color and, direction of the sine wave eprecision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; ...
Wimal Weerawansa's user avatar
5 votes
1 answer
121 views

OpenGL depth test with unclamped range

I'm using a OpenGL pipeline with a vertex and fragment shader, which is such that early fragment tests need to be enabled. So the depth test is always done with the vertex shader output gl_Position.z ...
tmlen's user avatar
  • 9,042
1 vote
0 answers
43 views

Drawing text over a shader

I have been going through Ebitengine's great tutorial for Kage https://github.com/tinne26/kage-desk/blob/main/docs/tutorials/intro/00_introduction.md (it's own shading language), and haven't been able ...
Ethan Leonard's user avatar
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0 answers
174 views

How can i use GLSL shaders with raylib-rust?

Right now i'm trying to use a simple shader in my raylib app. This is my simple_shader.fs file #version 330 out vec4 fragColor; void main() { fragColor = vec4(0.0, 0.0, 1.0, 1.0); } This is my ...
Dennis K.'s user avatar
1 vote
0 answers
78 views

Writing to a RWTexture2D in Fragment shaders

I'm new to this topic, and I know this sounds stupid, but I just really want to learn! So I found out I can write to RWTexture2D from my fragment shader(according to forum), but I can't really find ...
phal5's user avatar
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0 votes
1 answer
73 views

GLSL input/output variables with same name in different sources

I have a GLSL program that contains 3 fragment shader sources that would get linked together, like this: 1. #version 460 core void RunA(); void RunB(); void main() { RunA(); RunB(); } #version ...
tmlen's user avatar
  • 9,042
1 vote
1 answer
67 views

Shadow casted from custom GLSL unity shade doesn't match "surf" method output

Problem: I wrote a custom shader for making animated sprites from a sprite sheet (not going into why I'm doing that rather than use Unity's animation player for this project"). It works well, but ...
Marco Flores's user avatar
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0 answers
62 views

Finding x/y screen position of a Metal fragment shader modifier for custom ARKit/SceneKit occlusion

I have a simple ARKit/SceneKit app that draws a cube in front of the camera. Using the depth map, I want to hide the cube pixels that are occluded by an object. RealityKit supports occlusion, but ...
Steve Potter's user avatar
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0 votes
1 answer
135 views

Vulkan - Fragment shader doesn't seem to output anything to swapchain image

I started building a little renderer to try out Vulkan (coming from OpenGL). I started by a good old triangle but the fragment shader doesn't want to output anything. My output image (coming directly ...
Dv Senna's user avatar
0 votes
0 answers
46 views

R3F exported NodeToy shader is invisible

I am unable to get my glsl NodeToy dark pink shader to show up on the the arms and legs of the models of the caution symbol and X symbol. The flat dark pink shader that is currently visible is not the ...
Felt_Notebook's user avatar
0 votes
0 answers
108 views

Metal: Blending issues when rendering to a custom render texture

Goal: Render solid color quads with 0.5 alpha to my own transparent render target texture, then map the texture to a quad and render it to the screen. The texture should blend correctly (normal blend ...
Brian Spilner's user avatar
0 votes
1 answer
343 views

Godot Tilemap Tile Shader | Map pixel data to tile color

I've been trying to set the color of a tile based on a color in a texture. The texture's size is equivalent to the size of the tilemap, where each pixel represents one tile. I need this info because I ...
Knight Steele's user avatar
1 vote
0 answers
64 views

What is the use-case off an offset in texture sampling

In HLSL you can sample a texture with a coordinate and you can pass in an offset https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-to-sample The offset is added to texels, ...
samanthaj's user avatar
  • 650
0 votes
0 answers
21 views

How to apply the new vertices to the light in a graph shader

I am doing a shader to "simulate" waves on a plane. Here is my subshader for doing the curves of the waves. It works well, as you can see : The problem is, the light reflection isn't ...
user19013678's user avatar
0 votes
1 answer
338 views

Deck.gl v9 custom fragment shader is broken (Error: Error during linking: Fragment shader is not compiled.)

I'm using deck.gl to visualise a text layer with rounded corners on the _TextBackground sublayer. My code is basically a copy of the following example but it won't work with deck.gl v9 (works fine on ...
IgnorantUser's user avatar
2 votes
1 answer
194 views

Do GPUs perform instruction pipelining?

I usually write and optimize code to be run on the CPU, however I'm currently trying to write shaders for light scattering. I know CPUs have certain optimizations in order to try to get as close to 1 ...
Jam's user avatar
  • 574
0 votes
0 answers
37 views

How to use texture sampler node with texture type of Data

I'm trying to use a texture as data of floats, but I can't find how to do it. I created a tiff image of 3x2 floats using python as follows: import os import numpy as np import tifffile as tiff # ...
audi02's user avatar
  • 661
-1 votes
1 answer
108 views

Two problems in the pixel shader

My pixel shader is not working. I'm very bad at this so I couldn't solve this problem. Below is the pixel shader code: cbuffer CBuf { float4 face_colors[6]; }; float4 main(uint tid : ...
zavoevatelgribov's user avatar
0 votes
1 answer
189 views

How To Customize Alpha Transparency in Augmented Fragment Shader of Three.js Material?

I'm extending the THREE.MeshStandardMaterial with onBeforeCompile to adjust some details of the shader. I got the vertex shader working fine, but I'm having trouble figuring out how to set the alpha/...
Nicholas Westby's user avatar
0 votes
0 answers
28 views

How to convert Vertex Location calculations to Pixel Shader side

For my final project in my shaders class, I am supposed to convert the vertex displacement calculations to occur on the pixel shader side instead. I am doing this in XNA Monogame. My professor made a ...
Andrew Byers's user avatar
0 votes
0 answers
43 views

Add direction bias to a fire spreading simulation with GLSL

I am building a very basic web based 2D fire spreading simulation. I'm using the game of life kind of algorithm to make the fire spread. The problem is that I haven't figured out how to make it obey ...
murume's user avatar
  • 300
0 votes
0 answers
48 views

GLSL Getting a transparent border around my rectangle

I'm trying to create a shader which renders a rounded rectangle with a drop shadow. This is my main fragment shader vec2 center = (u_model_size.xy - vec2(100, 100)) * 0.5; vec2 ...
CrumpledMemories's user avatar
0 votes
1 answer
40 views

GLSL Box with shadows has a "cross" effect near its corner

The following GLSL code: void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; vec2 windowSize = iResolution.xy; float border = 50.0; vec2 ...
Roy Varon's user avatar
  • 608
0 votes
0 answers
41 views

GLSL fragment shader: How do I prevent seams when sampling half of texture to repeat? (with mipmapping or linear filtering on)

I have this texture One half is the base, the other half is the lit-up magma in the cracks of the rock, which fades in and out using a sine of time passed. The GLSL shader is as follows: // Lava ...
Jordon Moss's user avatar
0 votes
0 answers
35 views

How to draw chart with high point density(>1 point per px) in Unity?

I have big array of values/samples, and i need to draw wave chart in uGUI for it. So i have points with same interval at the coordinate x and i should connect them. I tried to draw it by few methods, ...
Mr. Don't know's user avatar
0 votes
1 answer
88 views

webgpu transferring buffer from js doesnot unpack at right position

i am new to webgpu and trying to render some spheres using frgament shader spheres are defined as struct Material { category: u32, attenuation: vec3f, fuzz: f32, refraction_index: f32,...
Karthik S Salian's user avatar

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