1,545 questions
0
votes
0
answers
5
views
Re-write Shader to be compatible on both Nvidia and AMD
I'm currently working with a very simple GLSL shader written for compatibility with HaxeFlixel that is meant to make an image scroll. It works fine for my computer, which uses an Nvidia graphics card. ...
0
votes
0
answers
27
views
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 ...
1
vote
0
answers
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 = ...
0
votes
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 ...
0
votes
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 ...
0
votes
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 !...
0
votes
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.
...
0
votes
0
answers
124
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 ...
0
votes
1
answer
53
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 ...
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 ...
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 ...
0
votes
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)
...
0
votes
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 ...
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 ...
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 ...
1
vote
0
answers
148
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 ...
1
vote
1
answer
75
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://...
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 ...
0
votes
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 ...
0
votes
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 ...
-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(...
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 ...
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=...
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 ...
0
votes
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
...
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;
...
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 ...
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 ...
0
votes
0
answers
177
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 ...
1
vote
0
answers
79
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 ...
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 ...
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 ...
0
votes
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 ...
0
votes
1
answer
136
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 ...
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 ...
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 ...
0
votes
1
answer
344
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 ...
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, ...
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 ...
0
votes
1
answer
339
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 ...
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 ...
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
# ...
-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 : ...
0
votes
1
answer
190
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/...
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 ...
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 ...
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 ...
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 ...
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 ...
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, ...