All Questions
Tagged with fragment-shader optimization
8 questions
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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 ...
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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 ...
3
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2
answers
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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 ...
0
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2
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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:
...
2
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2
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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 ...
2
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1
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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)
8
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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 ...
6
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1
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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 ...