Skip to main content

Questions tagged [fragment-shader]

A program that runs on the GPU to determine output colors for pixels. Also known as a fragment shader.

Filter by
Sorted by
Tagged with
0 votes
1 answer
112 views

I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
TheChamp's user avatar
  • 103
1 vote
0 answers
91 views

I tried to create a cloud filled in the box geometry, I tried using raymarching with noise texture as well direct noise function and fbm - fbm motions is good. but cloud is not get proper result like ...
Krishnan PA's user avatar
2 votes
1 answer
205 views

I'm drawing a sky plane with an atmosphere fragment shader in front of my terrain. It looks pretty much fine at sea level, but if you move above the sea level, the illusion is quickly broken, as you ...
Scollier's user avatar
  • 124
0 votes
1 answer
210 views

I have been working on an Infinity Grid shader for my engine. It was already implemented to Vulkan’s GLSL, so it worked great with OpenGL’s (4.6) GLSL. Here's a reference. This basic shader with ...
Kenny Tutorials's user avatar
1 vote
1 answer
542 views

I have this hexagonal grate floor: Which is a flat plane with the following shader: The hex lattice created using the method by Andrew Hung. Albedo and metallic/smoothness shader are just simple ...
Dr Rob Lang's user avatar
5 votes
2 answers
733 views

I'm making a 3D game, and I want to create a post processing effect using a canvasitem and a colorrect, that effects everything on screen apart from the player. I already have the shader itself made, ...
JackHainsworth's user avatar
0 votes
1 answer
515 views

In openGL, I have a 3D terrain composed of a grid of 255x255 vertices. The vertex of the lower left corner is at coordinates (-127;-127) and the one of the upper right corner is at coordinates (127;...
Greelings's user avatar
  • 103
1 vote
0 answers
454 views

In my main file, I create a regular icosahedron and assign the below shaders to it using the Raylib framework in C++17. I intended for the vertex shader to assign a 1.0 alpha value to points at Z=-5....
James Watson's user avatar
0 votes
1 answer
83 views

So there's this point that starts in the center. If the user drags it up towards the top of the texture, the top squishes and the bottom stretches. If the user drags it down, the top stretches on the ...
Emily's user avatar
  • 21
1 vote
0 answers
377 views

Note: I'm not asking for an x% faster method. Work efficiency is an objective measure, it doesn't change because of hardware. I've got a voxel world I'm trying to render, think Minecraft, same texture ...
Krupip's user avatar
  • 1,811
0 votes
1 answer
381 views

I'm currently trying to show a galaxy and have developed a compute shader that places/moves "stars". Another vertex/fragment shader reads the buffer and currently places a point at each ...
Basic's user avatar
  • 1,287
13 votes
1 answer
4k views

In a WebGL 2 GLSL fragment shader, one can not access the pre-existing color value of the current pixel, i.e. the color that is already there in the framebuffer before the pixel that is currently ...
Anders's user avatar
  • 243
0 votes
0 answers
184 views

I'd like to use the determinant of a matrix to draw a plane in the fragment shader. But I don't understand how to come up with the matrix. Let's say that I have 3 points that lie on the plane: A, B, ...
Richard Garfield's user avatar
1 vote
2 answers
895 views

Due to some material features, I need to create my own directional shadow map. Everything seems to work ok, until the moment where I compare depths. First I add a camera component to the directional ...
user81986's user avatar
  • 173
1 vote
0 answers
900 views

I’m having a problem trying to fix my 1bit ordered dithering shader. This shader is going to be perfect to be used but there is some detail that I would like to fix. First of all, this shader is not ...
Heavybrush's user avatar
1 vote
0 answers
716 views

I wish to draw a simple mouse trail using fragment shaders, similar in appearance to drawing the following in processing (omitting the step of clearing the canvas). I cannot wrap my head around the ...
msalla's user avatar
  • 111
0 votes
0 answers
323 views

I have an image and a rectangle on the screen, using the using this stencil functions I managed to render or not render a certain part of my image. ...
shrain's user avatar
  • 1
0 votes
1 answer
711 views

First, I knew the following basic knowledges, GLSL Language, Learn WebGL2 ​- GLSL ​* GLSL Shaders OpenGL - Coordinate Systems, [OpenGL - Advanced GLSL] 3D Game Shaders For Beginners - GLSL ...
samm's user avatar
  • 121
1 vote
0 answers
361 views

I am constructing some terrain for a 3D game (in C) as a 2D grid of tiles, the corners of which have height into the 3rd dimension. In the middle of each tile is another vertex, the height of which is ...
Architect's user avatar
  • 111
-1 votes
1 answer
350 views

Recently, I've been making a 3D game and I have been having trouble with making multiple shaders. I've researched this for a bit, and told that I had to use ...
Pale_Gray's user avatar
-1 votes
1 answer
232 views

Recently, I've been making a 3D game (hint my questions), and I recently have modified a pixelization shader from a unity shader graph tutorial. The thing is, I want to render the shader on the WHOLE ...
Pale_Gray's user avatar
1 vote
0 answers
1k views

I have a game with massively parallelizable logic, which I intend to write calculate on the GPU (Java/LibGDX). I am planning to implement a logic for it through a fragment shader, instead of a compute ...
Dávid Tóth's user avatar
1 vote
2 answers
1k views

I've been trying to get a material (with an image texture) to animate towards a colour mix with transparency, but either I'm attempting something the wrong way, or unable to find the right keyword to ...
ASertacAkkaya's user avatar
1 vote
1 answer
557 views

I'm rendering a scene using OpenGL. The scene consists of a grassy environment and a small lake (visible as two surfaces). To achieve water surface transparency, I'm using a stencil buffer to render ...
Grimelios's user avatar
  • 589
1 vote
1 answer
4k views

I've been trying to learn shader coding, specifically procedural skyboxes. I've been using this guide here which is a shader graph tutorial and try to write out the steps in code. However, I'm stuck ...
Jamie Hyland's user avatar

1
2 3 4 5
7