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Questions tagged [fragment-shader]

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

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I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
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For the past few days, I've been trying to recreate an effect from this blog post on 3D Pixel Art Rendering by David Holland. If you scroll down, you'll reach the Water section in which the author ...
Garflington's user avatar
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I tried to create a cloud filled in the box geometry, I tried using raymarching with noise texture as well direct noise function and fbm - fbm motions is good. but cloud is not get proper result like ...
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Here are images of real tanks and I drew arrows into the places with slight damage: In video games, are those made by modifying the geometry or with textures?
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I'm drawing a sky plane with an atmosphere fragment shader in front of my terrain. It looks pretty much fine at sea level, but if you move above the sea level, the illusion is quickly broken, as you ...
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This is more of a performance question than anything, but some time ago I learned that to put normal maps in OpenGL 3D rendering, I could do it in two ways... The first is generally what most people ...
Arthur Sally's user avatar
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I have been working on an Infinity Grid shader for my engine. It was already implemented to Vulkan’s GLSL, so it worked great with OpenGL’s (4.6) GLSL. Here's a reference. This basic shader with ...
Kenny Tutorials's user avatar
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I'm writing a deferred rendering pipeline and my fragment shader looks like this: ...
Ronen Ness's user avatar
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I have this hexagonal grate floor: Which is a flat plane with the following shader: The hex lattice created using the method by Andrew Hung. Albedo and metallic/smoothness shader are just simple ...
Dr Rob Lang's user avatar
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I want to achieve this effect in unity when processing my sprites before After I was thinking that I could use two color pickers to tell a shader only to create a gradient if two colors share a ...
hello's user avatar
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I'm making a 3D game, and I want to create a post processing effect using a canvasitem and a colorrect, that effects everything on screen apart from the player. I already have the shader itself made, ...
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I have a (GPU) Buffer that contains the World Position and Extents of Local Cubemaps aswell as a TextureArray that contains the textures of the Cubemaps. The Bounds of the Local Cubemaps are Axis ...
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In openGL, I have a 3D terrain composed of a grid of 255x255 vertices. The vertex of the lower left corner is at coordinates (-127;-127) and the one of the upper right corner is at coordinates (127;...
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Let's say that I have a cube that has an unlit shader applied to it. The shader does basic ray-marching. ...
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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
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I have some radar imagery that comes from a source that has a bug in it's rendering system. Pink is supposed to be the separation of specific cloud consistencies BUT it often shows up on the edges of ...
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So there's this point that starts in the center. If the user drags it up towards the top of the texture, the top squishes and the bottom stretches. If the user drags it down, the top stretches on the ...
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I'm trying to make a simple scene where the camera is in orthogonal mode with isometric settings just like if it was an isometric 2D game. That's because I have already tried doing it with 2D only but ...
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Note: I'm not asking for an x% faster method. Work efficiency is an objective measure, it doesn't change because of hardware. I've got a voxel world I'm trying to render, think Minecraft, same texture ...
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I am rendering sphere to a texture. Now, I have screen space texture, and I need to offset this texture based on screen space movement (dx, dy) and render it to a new texture. For example, the left is ...
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I'm currently trying to show a galaxy and have developed a compute shader that places/moves "stars". Another vertex/fragment shader reads the buffer and currently places a point at each ...
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Context: I invented a way to get ugly GI for low end platform (target being Mali 400 mp GPU) through texture feedback and texture PVS. Problem: In order to bypass the precision limit of 8bits textures,...
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In a WebGL 2 GLSL fragment shader, one can not access the pre-existing color value of the current pixel, i.e. the color that is already there in the framebuffer before the pixel that is currently ...
Anders's user avatar
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I am working on a voxel game, and I approached the point where I need to add day/night in my world. Apparently, I should just be able to pass the torch and sunlight values into my shader and multiply ...
Lightning323's user avatar
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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, ...
Richard Garfield's user avatar
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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 ...
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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 ...
user81986's user avatar
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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 ...
Jacksonkr's user avatar
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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 ...
Heavybrush's user avatar
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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 ...
Heidar's user avatar
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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 ...
msalla's user avatar
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2 answers
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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
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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. ...
shrain's user avatar
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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 ...
Mary Jane's user avatar
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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
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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 ...
Kodeeo's user avatar
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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 ...
Architect's user avatar
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(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 ...
Dan B.'s user avatar
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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 ...
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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 ...
Restlessman77's user avatar
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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 ...
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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
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0 answers
1k views

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 ...
Dávid Tóth's user avatar
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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? ...
dearn44's user avatar
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2 answers
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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 ...
ASertacAkkaya's user avatar
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1 answer
560 views

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 ...
Raildex's user avatar
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1 answer
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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 ...
Grimelios's user avatar
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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: ...
Raildex's user avatar
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1 answer
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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 ...
Jamie Hyland's user avatar
3 votes
1 answer
308 views

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 ...
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