The fragment-shader tag has no wiki summary.
2
votes
3answers
61 views
OpenGL additive blending not working correctly
I am trying to achieve additive blending with point sprites. When the sprites overlap, all I get is solid red. My sprite texture has all four channels set equal, with portions being white and others ...
5
votes
2answers
156 views
GLSL Shader - Change Hue/Saturation/Brightness
I'm trying to change the hue of an image using a GLSL fragment shader. I want to achieve something similar to Photoshop's Hue/Saturation Adjustment layer.
In the following image you can see what I've ...
-1
votes
0answers
17 views
What does Context3D's setSamplerStateAt method do?
I have troubles truly understanding what the (Context3D).setSamplerStateAt(sampler:int...) method does. I thought it would override the sampler index used in the fragment shader (I was wrong), and ...
0
votes
1answer
48 views
Vertex and Fragment Shader worldNormal
How to access/calculate worldNormal in a Vertex and Fragment shader ?
Thanks a lot !
4
votes
1answer
100 views
Better solution for boolean mixing?
Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes.
I'm working on a fragment shader that implements both conditional/boolean ...
1
vote
1answer
221 views
Volumetric Fog Shader - Camera Issue
I am trying to build an infinite fog shader. This fog is applied on a 3D plane.
For the moment I have a Z-Depth Fog. And I encounter some issues.
As you can see in the screenshot, there are two views.
...
1
vote
1answer
96 views
Fog shader camera problem
I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
0
votes
1answer
154 views
cocos2dx - Custom Fragment Shader and CCRenderTexture
I have a CCRenderTexture that is filled with a sprite when the scene is loaded, as follows,
canvas = CCRenderTexture::create(this->getContentSize().width, this->getContentSize().height);
...
2
votes
1answer
112 views
What is the interval of fragment-shader code execution?
Without any intended delay, is the code of a fragment-shader run once per frame? If not, how often will the code be executed? (I'm new to shaders: I'm talking about glsl if it makes any difference)
3
votes
2answers
120 views
Opengl shader questions
I'm currently building a shader that takes a 2D texture sampler and uses UV coordinates to map it. This works fine for all textured objects. However, I'm having a bit of a problem as I'm trying to ...
7
votes
1answer
145 views
GL ES: Fragment shader optimization
Summary:
I get FPS slowdown as soon as I try to tint the sprites (i.e: multiply texture with color in the fragment shader)
Details:
Hardware: iPod touch 4
I am drawing 700 sprites on the screen ...
3
votes
1answer
79 views
What is a Fragment Pipe?
I remember someone saying "24 fragment pipes on nVidia 7800" in a presentation.
Am I correct in saying that a fragment is the data that can generate a pixel in the frame buffer? Or are fragments the ...
1
vote
1answer
52 views
I have a frag shader, one with an empty s_lightMap, how and why is it effecting the output?
I have an image of concrete rocks of different shades of colors, and I'm applying this shader, but without referencing s_lightMap's uniform in my program:
precision mediump float; ...
1
vote
1answer
165 views
GL_EXT_shadow_samplers killing my shader
I have the following fragment shader for my scene
#extension GL_EXT_shadow_samplers : require
...
vec4 color = texture2D(uTextureUnit0, varTexCoord0);
if (colorTransformEnabled != 0) {
vec3 ...
0
votes
1answer
75 views
How to alter the angle of texture projection
I'm currently working on a 3Dish game; it's on a grid, with 3D props and the camera looking down on the grid at about 45ยบ, but I want to use 2D sprites for the player and NPCs.
Currently, I'm using a ...
1
vote
1answer
300 views
How to do Triplanar Texturing
Ok maybe i'm missing something because its getting late and i've been programming now for about 72 hours straight (minus a nap or 2) ...
I'm trying to write a shader for unity that will apply ...
2
votes
0answers
68 views
Fragments never falling into spot light's cone
I am using GLSL version 1.20 with OpenGL 2.1 .
I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
1
vote
1answer
262 views
Apply portion of texture atlas
I'm trying to write a shader that only maps a portion of a large texture to my sprite and I'm getting a strange behaviour with my current code.
This is what I have right now:
Texture atlas ...
2
votes
1answer
299 views
shader coding: calculate screen coordinates of fragment
Good morning,
I'm new to shader coding and trying to implement some visual effects code in shaders using billboards. (Yes, I couldn't have picked anything harder to start with, but I'm lucky that way)
...
11
votes
1answer
600 views
Toon/cel shading with variable line width?
I see a few broad approaches out there to doing cel shading:
Duplication & enlargement of model with flipped normals (not an option for me)
Sobel filter / fragment shader approaches to edge ...
0
votes
0answers
179 views
cocos2d fragment shader transparency
I'm playing with custom fragment shaders for a CCSprite (see http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0).
But I can't figure out why I get a white color whith the ...
4
votes
3answers
125 views
How to read BC4 texture in GLSL?
I'm supposed to receive a texture in BC4 format.
In OpenGL, i guess this format is called GL_COMPRESSED_RED_RGTC1.
The texture is not really a "texture", more like a data to handle at fragment ...
1
vote
3answers
473 views
GLSL mesh discard command?
Is there a GLSL command similar to the discard, but it discards the whole mesh and not just a fragment?