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The reason I'm asking this question is because I have cases in a vertex shader where I have: layout (location = 0) out float3 outEyeSpacePosition; layout (location = 1) out float2 out_tex_coords; And ...
Zebrafish's user avatar
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Advice
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Hi guys i am trying to make a website with 3d model in it and you can apply patterns designs texts stickers on the model i am doing it with canvas atlas which is every assets renders inside the oen ...
Bn'R's user avatar
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67 views

I want to achieve something like this with fxc shader in a WPF application. So far, with the below hlsl (High-Level Shading Language) code, I managed to produced this picture: The problem is that I ...
Blazej's user avatar
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1 vote
0 answers
101 views

I am new to graphics in general, so I am trying to learn from others. After drawing a triangle, a quad and then a sprite on top, I have been trying to get a batch of them on screen using instancing. ...
Abhijit Kar ツ's user avatar
3 votes
1 answer
142 views

I have freshly installed ursina in a virtual environment. I am trying to set up a basic scene with some lighting: from ursina import * class Pivot(Entity): def update(self): self....
AG-88301's user avatar
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0 answers
63 views

in Godot 4.4.1 I'm trying to access shader variables in code to do some math for my game. However, Even though I have set these shader parameters in global/shaders in project settings they don't show....
Dean Packard's user avatar
1 vote
2 answers
138 views

I'm trying to make my own shader for a THREE.js project I'm working on, and I wanted to make a GLSL shader as part of it for one of the meshes in my scene. However, despite writing very basic code for ...
Gift G.'s user avatar
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0 votes
1 answer
190 views

I'm on Linux and I am trying to compile basic shaders for bgfx using shaderc. My Compile Lines: shaderc -f ./vs_triangle.sc -o vs_triangle.bin --type vertex --platform linux --profile spirv --...
SoleCore's user avatar
-2 votes
1 answer
57 views

I started learning Unity and Shader Graph. Right now I try to understand, how the Channel Mixer is working internally. I put in a color R 50,G 100,B 150 and the configuration on the output-R channel ...
PHilgarth's user avatar
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0 answers
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I am currently learning how to write shaders in Unity, as the Unity environemt is most comfortable for me to use. I want to create a procedural terrain, and currently trying to light it using ...
Kacper Kaliszczak's user avatar
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0 answers
72 views

I have an application that displays the northern lights on a map. I receive a lot of points that need to be rendered (2000+ points). Here’s what the final result should look like: Since this puts a ...
Angelina Gromova's user avatar
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0 answers
60 views

I am trying to port a Blender shader to WGSL. My plan is to port over every node I need as a WGSL function (unless the node already has an equivalent in WGSL). Currently, I am trying to create an ...
Logan Seeley's user avatar
1 vote
0 answers
83 views

I'm making a small space shooter game to learn unity, and I want to use shaders so that the player and the enemies flash white whenever they're hit. However I don't know how to set the default texture ...
Nombre de Usuario Genérico's user avatar
1 vote
1 answer
101 views

I am trying to begin working with OpenGL by drawing a quad with the simplest of shaders, but when using GL3 capabilities, I just get a black screen. I wasn't able to really debug this because (a) I ...
Mikhail Dolgopolov's user avatar
1 vote
1 answer
85 views

My game project is built in Ursina, which is just Panda3D under the hood with some convenience functions. I've tried adding a basic glsl vertex and fragment shader to a test file I have, and every ...
Kate Goss's user avatar
0 votes
0 answers
66 views

Each screen in my app has this structure Scaffold( backgroundColor: Colors.red, // params, body: Stack( alignment: Alignment.center, children: [ // Remains ...
Kirill's user avatar
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1 vote
1 answer
54 views

In a Metal surface shader (for a custom material), the color = params.geometry().color() call returns a float4 type. I guess that color is the interpolated color for the fragment in the triangle. I'd ...
AirXygène's user avatar
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2 votes
0 answers
47 views

I use one shader that writes to 5 different textures bound to the FBO. Sometimes I want to ignore output values, i.e. at location = 0. I set it with this: GL.DrawBuffers(5, new[] { DrawBuffersEnum....
szamil's user avatar
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0 votes
2 answers
83 views

I have used GLSL and Slang, and in my GLSL code I have very verbose code because I repeat the same code over and over: obj_scaling = vec3(object_info_arrays[nonuniformEXT(...
Zebrafish's user avatar
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0 votes
1 answer
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I’m on PixiJS v8.1 (WebGL2) + TypeScript, trying to pass five RGB colors as a flat float[] into my fragment shader—but I keep getting: Error: Uniform type undefined is not supported. Supported uniform ...
Favour chuks's user avatar
1 vote
0 answers
51 views

I'm trying to write my own 3d renderer. I'm stuck in the shadow stage. I can't figure out what I'm doing wrong with the PCSS implementation. At the edges of tall objects, the shadow becomes sharp. I ...
FouRed's user avatar
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0 votes
0 answers
62 views

I'm using a noise algorithm from here, the code is highp vec3 mod289(highp vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } highp vec4 mod289(highp vec4 x) { ...
OtakuFitness's user avatar
0 votes
0 answers
34 views

I am writing a Godot shader that outlines edges based on normal buffer and depth buffer. Here's how it looks like: Here's how it should look: Here's the code: } else { float central_depth = ...
Sasha Net Official's user avatar
0 votes
2 answers
181 views

I've got a RWStructeredBuffer<float> tau I'm writing to in a ray generation shader rayGen. The DispatchRays dimension are (tauWidth, tauHeight, 1) and tau has exactly tauWidth * tauHeight ...
0xbadf00d's user avatar
  • 18.4k
2 votes
1 answer
84 views

how do I fill the full canvas with the full webgl shader layer? The canvas is filling the full window width and height, but the webgl shader layer is stuck to the top right quadrant of the screen at ...
Emily Chu's user avatar
  • 209
0 votes
1 answer
53 views

Is it possible to create a sphere with an opaque center and increasingly transparent closer to the surface, as in the image, using scenekit + shader modifier? I thought I could use a fragment shader ...
びんへい's user avatar
1 vote
0 answers
66 views

I have searched the existing questions on my issue but could not find anything that helped me. I hope I didn’t miss anything, but if I did, please point me to it. I have a problem with calculating ...
Luca Hilbrich's user avatar
1 vote
1 answer
182 views

I noticed that in the new Vulkan spec, Render Pass objects are obsoleted in favor of the newer Render Pass instance. And there's a newer mechanism to compile and use shaders: Shader objects - which ...
DannyNiu's user avatar
  • 1,671
3 votes
1 answer
83 views

I'm attempting to simulate wind blowing across plants on a p5js sketch and came across a lovely fragment shader that does pretty much what I want (// https://github.com/GameMakerDiscord/wind-shader ). ...
erik's user avatar
  • 3,862
0 votes
1 answer
273 views

I'm trying to create a reverse halftone effect using Three.js, specifically with Threlte. This is my reference image: There are a couple of layers of dots, with some rather large areas of ...
Jesse Winton's user avatar
0 votes
1 answer
98 views

I need the same effect like the screenshot below. Here is the sandbox import React, { useEffect } from "react"; import { useGLTF, OrbitControls } from "@react-three/drei"; import { ...
Masum Billah's user avatar
  • 2,409
-1 votes
1 answer
122 views

I want to achieve the effect of card tilting. When the mouse pointer approaches one corner of the card, this corner of the card will tilt downward. The current problem is that the card is not ...
Amias's user avatar
  • 17
2 votes
0 answers
184 views

I have simple vertex shader #version 330 core in vec4 vertexPosition; in vec4 vertexColor; out vec4 v_color; uniform mat4 mvp; void main() { v_color = vertexColor; gl_Position = mvp * ...
user5265745's user avatar
0 votes
0 answers
87 views

I am getting errors when using a variable that is dependent on the value of a texture sample in the critical section of my fragment shader. From what I understand, one should not sample textures in ...
Remus Wong's user avatar
3 votes
1 answer
87 views

I have a problem with badly optimized palette cycling function of the background shader: Shader "Background/Earthbound" { // 6 things to solve // X palette cycling // X background scrolling /...
Tarak Tarakovich's user avatar
0 votes
1 answer
62 views

I am encountering a strange error in rustgpu. I had a shader that was compiling through a custom wrapper around rustgpu, but I recently switched to cargo gpu. In that shader I have an array input that ...
Makogan's user avatar
  • 9,991
2 votes
2 answers
119 views

While working with a custom shader in hsls in unity 6 which swaps out the colors on an image with another set of colors I managed to get the colors to be recognized and swapped out properly but I now ...
Brad Jones's user avatar
1 vote
1 answer
123 views

I have no idea how to extend my shader. It is quite simple. I have geometries with custom focus attribute with value between 0-1 and based on that I render plane colour. But for BatchedMesh this ...
Bajdzis's user avatar
  • 71
0 votes
1 answer
65 views

I'm trying to create a fragment shader for a Vulcan application that takes an array of texture2Ds. I have this working however i need to set the size of the array at application run time rather than ...
Jonathan wheadon's user avatar
2 votes
0 answers
68 views

I'm very new to shader programming, so forgive me for any knowledge gaps or mistakes I've made. I am currently following a technique discussed in Nvidia's GPU Gems: https://developer.nvidia.com/...
Ryan Xu's user avatar
  • 63
2 votes
2 answers
104 views

I have this scene and for the half transparent box geometry I want to create a shader that gradually reduced the alpha value of gl_FragColor going over the long axis (in this case the z axis in three ...
Johannes Klauß's user avatar
0 votes
0 answers
42 views

Hey I'm using GLSL Shader inside Godot, I "glued" these 2 shaders. One "pixelate" the TEXTURE on its local UV space and one displace thevertex in a sinusoid shape with TIMe (much ...
dekajoo's user avatar
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0 votes
1 answer
84 views

var node = currently_selected_MeshInstance3D var materials = [] for i in range(node.get_surface_override_material_count()): var mat_or = node.get_surface_override_material(i) if mat_or and ...
gcs_dev's user avatar
  • 101
2 votes
2 answers
279 views

Non-uniform dynamic indexing of descriptors is hard to do. I assume this is the case as it is (or was) only an "extension" in Vulkan, and many (or most) Android devices don't support Vulkan ...
Zebrafish's user avatar
  • 16.3k
0 votes
0 answers
40 views

I have a HLSL shader I am using in unity and the idea is to take a 2D image and a depth map of that image, and rotate them based on an euler input. Right now it's rotating exactly how I want it to, ...
Ross Gauld's user avatar
3 votes
1 answer
123 views

I have a particle system in three.js 0.173.0 with soft particle edges, and when z soring occurs the opaque pixels overwrite the scene rather than additionally drawn on the top, when the particle's ...
David Szucs's user avatar
-1 votes
1 answer
61 views

Hello currently i am developing a configurator but have some issues with texts. I am trying to render text on off canvas on 3d model through shaders but its acting weird. i can not set width and ...
Bn'R's user avatar
  • 37
0 votes
1 answer
111 views

In Unity's Editor Scene view, the grid is not visible through an object with the default Lit URP shader, but an object with my custom simple shader appears transparent to this grid. I don’t understand ...
Sonic Slonik's user avatar
-1 votes
1 answer
63 views

I knew there were performance implications for writing to the depth value in the fragment shader. However I've found if I so much as read glFragCoord.z (only z, not x and y), my framerate drops from ...
Zebrafish's user avatar
  • 16.3k
0 votes
1 answer
72 views

I was making a sky shader in Godot, but I encountered an error with the following code: vec2 sky_uv = EYEDIR.xz / EYEDIR.y; vec3 Clouds = texture(Cloud_texture, sky_uv * Cloud_scale * TIME * ...
Sparsh Verencar's user avatar

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