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GLSL - Efficient Point inside Box Check

I'm attempting to improve the performance of a shader that changes the colour of a region of the world that is inside a "zone". I am using a deferred lighting system, so the colour and world-space ...
Vercidium's user avatar
0 votes
1 answer
1k views

how change branching logic to math equivalent glsl? [closed]

im totally newbie and this just for fun afaik lot of best practice suggest to minimize usage of branching. can you help me optimize below glsl especially on branch part? ( target 120 ) the bgcolor ...
rz_05's user avatar
  • 15
3 votes
2 answers
5k views

Fast fullscreen quad rendering in Direct3D 11?

For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
Richard Copperwaite's user avatar
0 votes
2 answers
891 views

Is there a way to optimize this 2D lighting effect shader? [duplicate]

I'm doing a little 2D game in C++ with Direct3D 11. In the game I want to render a sort of shadow that covers part of the screen: To do this I am using this pixel shader: ...
Liuka's user avatar
  • 595
2 votes
2 answers
3k views

How can I remove branches from a fragment shader function?

I have a fragment shader, when I've carefully managed to remove most branching decisions, as I have found out through research here that they are bad. But I have one function that I just can't work ...
user39022's user avatar
2 votes
1 answer
1k 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)
Wipster's user avatar
  • 173
8 votes
1 answer
2k 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 ...
fakhir's user avatar
  • 409
6 votes
1 answer
489 views

How do texture lookups for trig functions work?

I have a pixel shader that calculates a mandelbrot fractal. It uses the standard formula: z = z2 + c I'd like to extend it so the power z is raised by varies. To do this i have the following ...
George Duckett's user avatar