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Questions tagged [vertex-shader]

0 votes
1 answer
219 views

I'm decompiling a game's shaders with RenderDoc in an effort to understand them, and I encountered this segment: ...
Sir Teatei Moonlight's user avatar
0 votes
1 answer
150 views

I am trying to efficiently render many 3d game characters: many instances of the same 3d model which can change their positions and z rotations each frame. For reference I'm using OpenGL but this ...
greenlagoon's user avatar
0 votes
1 answer
374 views

Is it possible to set the output vertex position in a space other than object space?
Askhento's user avatar
  • 123
0 votes
0 answers
280 views

As I understand, the values assigned in the vertex shader aren't persistent and storing them doesn't do anything. I want to store the MVP matrix in another variable to be used in the next frame. ...
Nikhil Nair's user avatar
1 vote
0 answers
457 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
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0 answers
90 views

Question Is it possible to make a plane appear as a pyramid with a flat top ? I'm thinking of a vertex shader with a slider for where the "flat top" is. I'm having trouble knowing where to ...
Jacksonkr's user avatar
  • 259
0 votes
1 answer
82 views

I’m working on some home-made menu stuff under DX11. I’m creating the rect menus at start all located at position 0,0. Each menu contains some lines of options. Everything is created as transformed ...
philB's user avatar
  • 333
2 votes
1 answer
269 views

How can I avoid the conditional statement of the following code snippet of the vertex shader? What is an improved way of writing the below? ...
Jmbib's user avatar
  • 21
2 votes
1 answer
3k views

I noticed that Assimp supports meshes with multiple vertex color sets, but what is the use of multiple vertex color sets? I mean are multiple vertex color sets are really used in any games, and if yes,...
convert's user avatar
0 votes
0 answers
365 views

I am currently trying to edit a Vertex Shader of a game and want to add inverted hull outlines to the desired objects, but there are a lot of tutorials on the inverted hull for Unity, Blender, and ...
Krish-fz's user avatar
0 votes
1 answer
329 views

For debug purposes I've minimised the shader to the following: ...
Hasen's user avatar
  • 194
1 vote
1 answer
928 views

I have a foliage sway shader, that works well. But when the camera moves the vertex displacement stops: And the weird thing also is that if I move the camera to the right nothing seems to happen, but ...
Kinan GH's user avatar
1 vote
1 answer
1k views

I'm trying to write a shader for terrain that will color the mesh based on slope angle, ie color the sides of mountains or other steep surfaces a different color than the ground. In my shader I am ...
doctordingus's user avatar
0 votes
2 answers
630 views

In my openGL project I draw a lot of quads (composed from 2 triangles) - for sake of example let's say quad 0,1,2 and 3. I process them in single pass. I do transform them with projection view matrix ...
Janis Taranda's user avatar
0 votes
0 answers
474 views

I have a grid of voxels that I want to "bend" into a sphere via a vertex shader with minimal distortion. I've tried 2 approaches so far, both of which don't quite give me the desired effect. ...
DoingJavascriptForBread's user avatar

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