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2 votes
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I am new to Graphic programming and shaders and I am working on a Metal fragment shader that downscales a video frame by 20% and adds a soft drop shadow around it to create a depth effect. The shadow ...
Zaid's user avatar
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0 answers
71 views

I have an application that displays the northern lights on a map. I receive a lot of points that need to be rendered (2000+ points). Here’s what the final result should look like: Since this puts a ...
Angelina Gromova's user avatar
3 votes
1 answer
79 views

I'm attempting to simulate wind blowing across plants on a p5js sketch and came across a lovely fragment shader that does pretty much what I want (// https://github.com/GameMakerDiscord/wind-shader ). ...
erik's user avatar
  • 3,862
0 votes
0 answers
84 views

I am getting errors when using a variable that is dependent on the value of a texture sample in the critical section of my fragment shader. From what I understand, one should not sample textures in ...
Remus Wong's user avatar
0 votes
1 answer
86 views

I am really new to shader programming and trying (maybe erroneously) to make a lighting system for a little game I am making. The engine is 2D, so I am trying to pull off a slightly weird trick for ...
Logan Davis's user avatar
0 votes
0 answers
106 views

I'm trying to invert raster tiles in maplibre (like in CSS filter: invert). I have the following code for a minimum example that doesn't show any errors but doesn't invert the tiles. <!DOCTYPE html&...
user2033412's user avatar
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0 votes
1 answer
43 views

I'm building a custom racing silks customizer using THREE.js. My app allows users to: By the way it is something like this website here: https://hylandsportswear.com/kitbuilder/#/customise/80325870?...
Mahi Patel's user avatar
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0 answers
62 views

The goal of this code is to distinguish two overlapping points with identical coordinates using WebGL in OpenLayers. Two approaches have been attempted: Approach 1: Implements a custom WebGL points ...
user29069117's user avatar
0 votes
0 answers
78 views

*Hi, I'm using a shader effect for my speed gauge implementation, and it works perfectly on the desktop application without any anti-aliasing issues. However, when I run the same code on an embedded ...
Raja's user avatar
  • 1
0 votes
1 answer
129 views

I would like to use a fragment shader with multiple render targets to output YCbCr data from RGB input, where the Y data is written to one texture and the CbCr to another, smaller texture (due to ...
tenuki's user avatar
  • 369
1 vote
0 answers
434 views

I’m working on a project in Unity where I’m using a compute shader to render grass. The rendering path is Forward+, and I’m trying to make the additional lights affect the grass. I want to achieve ...
user16287208's user avatar
1 vote
1 answer
207 views

I am trying to develop an analog speedometer in QML using a ShaderEffect, but I have not been able to achieve the expected result. The goal is for the fill shader (a red arc image, referred to as the ...
Webmaster's user avatar
0 votes
1 answer
89 views

I have the following shader code: Shader "Ogxd/Wireframe" { Properties { _FadeDistance("Fade Distance", Float) = 3.0 _EdgeColor("Edge Color", Color) = (0 ,0 ,0 ,1) ...
Diveye's user avatar
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2 votes
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413 views

Im making gui in imgui, using example from official repository(example_glfw_vulkan), and i encountered a problem, that i cant apply shader to my popup`s background. expected result in this image you ...
Seleran's user avatar
  • 21
1 vote
1 answer
212 views

I have a TileSet and I'm trying to apply a custom Shader and ShaderMaterial to one of my tiles. However, it's not shading the right area. I'm a newbie to both Godot and game development, but ...
dx_over_dt's user avatar
  • 14.5k
0 votes
1 answer
242 views

Inconsistent Results for Grass Shader Sampling Ground Texture Between Different Renderers I'm currently developing a Grass Shader that samples the ground texture in Godot 4. However, I've encountered ...
ilies's user avatar
  • 85
0 votes
1 answer
215 views

I am new to reshade, but not new to programming as a whole. I tried to implement a compute shader using modern re shade, who's information was then passed to a pixel shader that passed that data to ...
The Armored Panda's user avatar
0 votes
1 answer
561 views

I have glsl Fragment shader code need to change the line color, background color and, direction of the sine wave eprecision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; ...
Wimal Weerawansa's user avatar
1 vote
0 answers
63 views

I have been going through Ebitengine's great tutorial for Kage https://github.com/tinne26/kage-desk/blob/main/docs/tutorials/intro/00_introduction.md (it's own shading language), and haven't been able ...
Ethan Leonard's user avatar
1 vote
0 answers
207 views

I'm new to this topic, and I know this sounds stupid, but I just really want to learn! So I found out I can write to RWTexture2D from my fragment shader(according to forum), but I can't really find ...
phal5's user avatar
  • 11
1 vote
1 answer
87 views

Problem: I wrote a custom shader for making animated sprites from a sprite sheet (not going into why I'm doing that rather than use Unity's animation player for this project"). It works well, but ...
Marco Flores's user avatar
0 votes
1 answer
775 views

I've been trying to set the color of a tile based on a color in a texture. The texture's size is equivalent to the size of the tilemap, where each pixel represents one tile. I need this info because I ...
Knight Steele's user avatar
0 votes
1 answer
641 views

I'm using deck.gl to visualise a text layer with rounded corners on the _TextBackground sublayer. My code is basically a copy of the following example but it won't work with deck.gl v9 (works fine on ...
IgnorantUser's user avatar
-1 votes
1 answer
144 views

My pixel shader is not working. I'm very bad at this so I couldn't solve this problem. Below is the pixel shader code: cbuffer CBuf { float4 face_colors[6]; }; float4 main(uint tid : ...
zavoevatelgribov's user avatar
0 votes
1 answer
53 views

The following GLSL code: void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; vec2 windowSize = iResolution.xy; float border = 50.0; vec2 ...
Roy Varon's user avatar
  • 606

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