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0 votes
1 answer
144 views

GLSL ported shader not working in HLSL

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
510 views

Why does my stencil buffer allow pixels through?

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
  • 579
2 votes
1 answer
1k views

Is linear filtering possible on depth textures in OpenGL?

I'm working on shadow maps in OpenGL (using C#). First, I've created a framebuffer and attached a depth texture as follows: ...
Grimelios's user avatar
  • 579
0 votes
1 answer
126 views

How should shader be structured? (GLSL)

I've been writing, deleting and rewriting OpenGL programs in C++ but usage of shaders confuse me. I don't know how it should be structured. Scenario A: (In a world we have a sun, the sun should ...
user avatar
0 votes
2 answers
3k views

How to decorate the floor with a grid?

I got this photo from mixamo.com — I want to draw grid lines similar to this on my floor. I'm sure this is easy by using textures, but I'm trying to avoid using textures as much as possible. Is there ...
Peter's user avatar
  • 153
1 vote
1 answer
454 views

OpenGL Lines between triangles?

I'm currently using marching cubes to generate a mesh, and have encountered this incredibly weird problem. Looking from below the terrain, these weird fully lit lines appear between every triangle. ...
RayShawnOfNapalm's user avatar
1 vote
0 answers
238 views

Artefacts in SSAO Shader

I am having trouble with my Screen Space Ambient Occlusion shader. The objects in the game have the correct occlusion applied to them, however the occlusion flips depending on the angle of the camera:...
Vercidium's user avatar
0 votes
1 answer
1k views

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 ...
Vercidium's user avatar
1 vote
0 answers
455 views

Draw line around mesh with defined width at cut plane

I want to display a solid line around mesh with a defined width at a cut plane. Currently I realized that using the same method as gl_ClipDistance works using ...
Sven's user avatar
  • 11
1 vote
1 answer
110 views

GLSL Fragment Shader compiles fine on certain computers [closed]

I got this piece of code in a fragment shader: if (color.a < 0.01f) discard; It runs fine on an older graphic card but can't even compile on my newer (...
A simple guy's user avatar
3 votes
0 answers
170 views

What am I doing wrong, in regards to multi-texture?

I am writing a bump mapping demo, so I need an image texture, and a normal texture which should be loaded into the fragment shader. This is the texture part of my OpenGL code: ...
Yuheng Zou's user avatar
0 votes
1 answer
179 views

Fragment Shader Code returns weird values

i've implemented a shader that produces a simple Radar Ping given a uniform time input. ShaderToy Proof of concept Now i implemented this into my real Opengl GLFW GLAD C++ Core4.5Profile NVIDIA ...
LordSmith's user avatar
2 votes
1 answer
2k views

GLSL - skewed parallax occlusion mapping

I'm currently trying to implement Parallax Occlusion Mapping, based off a post on sunandblackcat.com With my current implementation, I have the following: ...
totbl's user avatar
  • 21
0 votes
1 answer
221 views

Fragment processing depends on polygon size?

I just set up some simple vertex/fragment shaders for handling lighting instead of using the openGL calls. I have a few terrain VBOs setup that are drawing a million or so triangles for testing (bunch ...
Dtor's user avatar
  • 75
4 votes
1 answer
1k views

Procedural Hatching

I know that it is possible to make a shader that uses procedural hatching instead of pre-designed tonal art maps. But is it possible to make that procedural hatching in the fragment shader? I would ...
user24100's user avatar

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