I was wondering, if I render a scene using a shader to which I pass in a texture that also happens to be the render target for that scene will it cause any unwanted behaviour?
So basically:
texture t;
shader->SetTexture("texture",t);
device->SetRenderTarget( 0, t->surface );
shader->Begin("effect")
// do some more shader stuff
devi...
I want to add a GLSL fragment shader to a program of mine, however I have been unable to find comprehensive documentation related to the C language (not C++ or C#).
Anyone has examples or steps to get the ARB extension for shaders, or some sort of "hello world" template? I don't need help on the shaders themselves, just how to get them ...
From this site: http://www.catalinzima.com/?page%5Fid=14
I've always been confused about how the depth map is calculated.
The vertex shader function calculates position as follows:
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World)...
Where could I find examples of PS 3.0 shaders used as ShaderEffects for WPF 4? I'm looking for tutorials, presentations, any resource on this matter.
...
Reading the GLSL 1.40 specification:
Fragment outputs can only be float,
floating-point vectors, signed or
unsigned integers or integer vectors,
or arrays of any these. Matrices and
structures cannot be output. Fragment
outputs are declared as in the
following examples:
out vec4 FragmentColor;
out uint Luminosity;
...
I am new to write a shader files(.fx), how can i write shader file to set hue\brigtness\contrast.
...
I am new write a pixel shader and use in my managed directx project, where i can get some basic sample to start it.
...
Dear all,
Is it possible to use a pixel shader inside a sprite?
I have create a simple pixel shader, that just writes red color, for
testing.
I have surrounded my Sprite.DrawImage(tex,...) call by the
effect.Begin(...), BeginPass(0), and EndPass(), End(),
but my shader seems not to be used : My texture is drawn just
normally.
...
I'm playing with shaders in openGL using Processing. I'm pretty noob at this and a bit lost.
I found this thread that has an example on how to use GLSL shaders in Processing.
I'm just trying to the change LightPosition parameter in the shader I'm using. I don't know how to access it though.
Here's my code so far:
import processing.o...
hiya.
I'm looking for the simplest, easiest and fastest technique to render 2D textured quads with per-pixel normals.
what i mean is a 3D world where the camera is fixed and all the texture quads are facing to the same direction (the camera), and between them there will be light points, and i want the textures to have per-pixel normal va...
I'm making a game where the game's size varies, so I want to make my own shadows. The api i'm using can fill rectangles, make ellipses, horizontal lines etc. And supports rgba. Given this, how could I make a drop shadow? I tried making a black to white gradient and setting the alpha to 20%, but it didnt look very good... I'm not sure how...
I'm trying to build an extensible program where users, among other things, can build their own shader effects.
Google searching got me this far;
class Test(ShaderEffect):
inputProperty = ShaderEffect.RegisterPixelShaderSamplerProperty("Input", type(Test()), 0)
But I still get the error;
TypeError: cannot access protected
me...
UPDATE 2: It now appears this is more of a modelling issue than a programming one. Whoops.
I'm new to XNA development, and despite my C# experience, I've been stuck at one spot for going on two days now.
The situation: I've created a model in 3D Studio Max 2010 which uses two materials, both are of type DirectX Shader. The model export...
I'm fairly new to OpenGL, and I seem to be experiencing some difficulties. I've written a simple shader in GLSL, that is supposed to transform vertices by given joint matrices, allowing simple skeletal animation. Each vertex has a maximum of two bone influences (stored as the x and y components of a Vec2), indices and corresponding weigh...
want 20k+ 2D polygons to be rendered in opengl with outline & fill
some polygons are concave
is it possible to do this using shaders?
thx!
...
i want use a specific customized algorithm to generate mipmaps for some renderable textures (R16F & RGBA16F).
All needed textures' mipmaps are pre-enabled by using glGenerateMipmapEXT().
The biggest problem so far is to render into 1+ mipmap levels.
More precisely,
this works like a charm:
...
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
g...
How do I change the thickness of lines when drawing line lists using Direct3D?
This post says that line width is not supported and goes on to provide a workaround. Other options?
While we are on this topic, do shaders allow one to draw lines with dash patterns?
...
hello everyone.
I need to create a water-like surface in XNA, viewed from above.
Like this :
http://www.youtube.com/watch?v=Nr42AG1aPAY
Can someone point me to some examples?
I don't know where to start.
Thanks,
SW.
...
Hopefully this is an easy question. I like things being organised, so I would like to have two pixel shaders; the first doing one thing, and then the next doing something else. Is this possible, or do I have to pack everything into the one shader? Thanks.
...
Hi!
I am trying to add some shaders to my old OpenGL program that draws a lot of GL_POINTS and some GL_LINES.
I created these two shaders:
Vertex shader:
void main()
{
vec4 v = vec4(gl_Vertex);
v.z = v.z + sin(v.x*v.x + v.y*v.y)/10.0;
gl_Position = gl_ModelViewProjectionMatrix * v;
}
Fragment shader:
#version 120
vo...