a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered
1
vote
1answer
43 views
How to automatically render all opaque meshes with a specific shader?
I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some ...
3
votes
2answers
78 views
Are buffers in OpenGL associated with GLSL programs?
I have two different shader programs in my OpenGL code.
1- renders simple font using freetype
2- simple shader which draw primitive shapes.
I sent both of them some data using buffers, I understood ...
5
votes
2answers
181 views
Improving the efficiency of my bloom/glow shader
I'm making a neon style game where everything is glowing but the glow I have is kinda small and I want to know if there's an efficient way to increase the size of it other than increasing the pixel ...
7
votes
2answers
199 views
Fast lighting with multiple lights
How can I implement fast lighting with multiple lights?
I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level.
The problem is ...
0
votes
1answer
45 views
Why i can not load a simple pixel shader effect (. fx) file in xna?
I just want to load a simple *.fx file into my project to make a (pixel shader) effect.
But whenever I try to compile my project, I get the following error in visual studio Error List:
Errors ...
0
votes
1answer
78 views
Directional light causes an FPS drop
I have only one object in the scene and it is lit with a directional light. It uses the mobile/diffuse shader. The issue is that on iPhone 4 the FPS drops from ~42FPS to ~11FPS when the directional ...
2
votes
1answer
62 views
Compute Shader Memory Sharing
Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question.
I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
0
votes
1answer
44 views
GLSL 2d Per Pixel Lighting
First time writing shaders, and having a bit of an issue getting per-pixel lighting to work. The problem is pretty simple, but I'm afraid am doing something wrong here.
Vertex Shader:
#version 150
...
0
votes
0answers
12 views
Is it possible to convert maya/max shaders into AGAL/Stage3D?
I am using flare3d engine which support basic maya shaders but doesn't support many of cool shaders (ex: Architecture) available in maya/max. I am just wondering is it possible to convert/export these ...
1
vote
1answer
78 views
Bump mapping Problem GLSL
I am having a slight problem with my Bump Mapping project. Although everything works OK (at least from what I know) there is a slight mistake somewhere and I get incorrect shading on the brick wall ...
0
votes
0answers
57 views
Terrain effect animations in Unity
I am trying to find out how can I make terrain effects animations that are possible at any given position. I have though about this and I can't seem to find any ideal solution using the following:
a) ...
0
votes
1answer
63 views
XNA Shader has an unwanted tint
I'm working on a shader but it has a weird tint to it and I'm not sure why. Right now it's extremely simple, it just sets a rendertarget, draws to it, passes it as a texture to the shader then oututs ...
3
votes
1answer
130 views
How to achieve animated glow
I am trying to achieve something I've seen numerous times, but I don't know where to start from. I've come across numerous old effects, which I can't recreate. The said effects are the glow animations ...
2
votes
0answers
106 views
Shadow mapping does not work correctly using GLSL shaders
I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light.
Here's for the following display the light properties :
...
0
votes
2answers
192 views
Help on my glow shader!
I'm trying to create a glow shader for a neon style game but I'm having a little trouble with rendertargets. Right now all I want is something VERY simple where I change the rendertarget, draw to it ...