Questions tagged [fragment-shader]
The fragment-shader tag has no usage guidance.
59
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Pixilate/Quantize UV coordinates in world space?
The effect I'm trying to achieve is to have it so that the texture is pixilated/quantized, but the "grid," stays aligned to world coordinates even as the object with it's own UV coordinates ...
1
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0
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31
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How are multisample samples partitioned in OpenGL, and at which points does interpolation take place?
As I understand it, with glEnable(GL_MULTISAMPLE), glEnable(GL_SAMPLE_SHADING) and ...
0
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1
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46
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Are stencil buffer dimensions required to match render target dimensions?
I may not need as precise pixel-perfect stenciling as my render target during stencil tested render pass. I could be okay with stencil test happening at half or quarter of resolution to save bandwidth,...
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1
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97
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Is it possible to fill in Stencil Buffer programmatically via fragment shader?
I've never worked with stencil buffers, but I'm researching if it is the right tool for my task.
Basically I don't understand yet if stencil buffer can only be filled in by some hardcoded rules during ...
1
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1
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56
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How to avoid declaring sampler outside of statement?
How can I avoid having to declare the sampler outside of the if statement in this shader code sample?
...
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28
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How to interpolate alpha from CURRENT_ALPHA to TARGET_ALPHA for each pixel in shader language? (Godot/GLSL)
I want to make "trails" of objects on my shader that appear and disappear gradually.
I am getting pixels (for fragment shader) where objects are from uniform texture.
Basically, I have my ...
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2
answers
126
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Storing array of floats within shader
I am about to implement a framerate histogramm chart for a DirectX Renderer.
Ideally I would do this in pure shader code, but for a a histogramm I need to store the timestamps of the last ...
1
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23
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How can I see the whole shader's text content, with all the prepended code by Three.js, when using ShaderMaterial or RawShaderMaterial (r148)?
I know that Three.js prepends the shader text you provide with some code that includes definitions etc. I am not a big fan of "magic" and I would like to be able to see the final text ...
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236
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Undo barycentric interpolation
How do I undo the interpolation of vertex attributes? I'm using unity shader graph which doesn't support nointerpolation. I assume I need to store 3 float3 with one component of each float3 being 1 ...
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0
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151
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What are the main concepts behind building the plasma effect with GSLS?
By the plasma effect I mean an animation that looks like this:
I have seen some codes, like these
https://www.shadertoy.com/view/Xst3zN
https://www.shadertoy.com/view/4tdGWX
and messed with the code ...
2
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1
answer
375
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efficient way to get min/max distance during rendering
I want to improve my shadow mapping depth precision by getting the minimum and maximum depth value within my shadow map. When having both values I would convert the depth map to convolution shadow map ...
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2
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609
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Anti-Aliasing simple circle fragment shader
Have a fragment shader:
...
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2
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139
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Tiling in GLSL creates unwanted seams
I'm writing a shader that creates a grid with coloured tiles. The color is derived from a pixel at that location on a texture. But around the tiles I get these unwanted seams.
I can't seem to figure ...
1
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2
answers
1k
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OpenGL transparency - object behind is not rendered
I'm trying to implement voxel world using OpenGL (Core 3.3). I've come across a problem with transparency. It looks like sometimes GPU decides to not render stuff that would be important. Can you help ...
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102
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Examples of cases where you write depth value in Fragment Shader?
I've very less knowledge when it comes to rasterization and typical rendering in games and other applications. So I was reading up on the rendering pipeline and found that the hardware could do early ...
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1
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98
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Level of detail passed from vertex shader to fragment shader
I am looking at a sample code from a respected source and the mipmap level-of-detail parameter (float) is passed to the vertex shader as a uniform which then passes to the fragment shader without ...
1
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1
answer
57
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Is fragment shader run on fragments that are outside of rasterized geometry?
In deferred rendering, I first write world position to G-Buffer, and then in shading part, I want to use that information to reproject in the previous frame and then write the final color.
However, ...
0
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1
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874
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gl_ClipDistance vs gl_CullDistance
Why are there very similar yet distinct arrays: gl_ClipDistance[] vs gl_CullDistance[]?
What would be some use cases where the ...
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511
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3k
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Understanding fragment shader coordinate system
I'm trying to create an infinitely panable grid using fragment shaders (C++/OpenGL/GLSL), and I'm having a bit of difficulty understanding the coordinate system.
This is my fragment shader code, ...
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1
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2k
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What is the most efficient line algorithm using a shader program
I'm new to shaders and I have been experimenting with them in shadertoy. I'm trying to get a deeper understanding of the graphics pipeline and I want to implement some features using shaders. I want ...
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23
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Rendering different array types in the same vertex/fragment shader?
I have a pretty basic widget rendering, largely based upon the learnopengl.com "hello triangle." I'm actually using a tristrip to create two triangles, forming a semi-opaque square over the ...
1
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1
answer
89
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How to pass only the needed portion of the data calculated in a fragment shader to another fragment shader?
I have an image and I want to draw an arbitrary number of objects on that image. The center coordinates of those objects are calculated inside a fragment shader after series of image processing ...
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322
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How could I remove this colour interpolation artefact across a quad?
I've been reading up on a vulkan tutorial online, here: https://vulkan-tutorial.com. This question should apply to any 3D rendering API however.
In this lesson https://vulkan-tutorial.com/...
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89
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GPU accelerated 2D graphics library with signed distance functions
I want to create my own 2D graphics library using signed distance functions where everything is drawn on the GPU. Browsing the web I quickly found Inigo Quilez website that describes how to draw basic ...
10
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7k
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Performance of Compute Shaders vs. Fragment Shaders for Deferred Rendering
I have written a deferred renderer that can use either a fragment shader or a compute shader to execute the shading pass. Unfortunately, the compute shader implementation runs slower. I'm trying to ...
1
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1
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145
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Help me understand the voronoi shader
I am trying to understand the voronoi shader implemented in the Book of Shaders in the Tiling and iteration section: https://thebookofshaders.com/12/
Specifically how do these lines calculate the ...
3
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1
answer
872
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Interpolation in Graphics Pipeline
I am trying to program my own version of WEBGL graphics pipeline in python, however, I am confused as to where the color interpolation takes place in the pipeline. According to my research, it happens ...
3
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1
answer
1k
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SDF rendering for large world
There are lots of cool things you can do with SDFs to render implicit surfaces. Most of the examples I've seen have been “all in the shader”, where the entire distance function is encoded in the ...
2
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304
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Calculate the distance between two 3d points in screen coordinates
Given the Point A with the coordinates gl_FragCoord.xy, I have to find the distance to the Center of the cube face to which it belongs in screen coordinates.
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4
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2k
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gl_FragCoord and glViewport
I've been scanning the specifications for both OpenGL and GLSL, and I can't find a definitive answer as to how exactly are gl_FragCoord's ...
1
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63
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Anti aliasing thin features in textures
Assume I have a texture with a repeating line pattern. The lines are exactly 2 texels wide (really thin). Ans very spaced out (50 texels in between each line).
I am now struggling with the ...
3
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answers
84
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Trying to optimize texture mapping
We are developing a PPI plot for a radar system, similar to the following:
NOTE: 1 radial is defined as a single slice of data within the circle, and 1 range gate is defined as a single point along a ...
2
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81
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Show the edges between the clipping plane and clipped objects [closed]
I want to utilize shaders to not only discard fragments if they are on one side of a predefined plane but also render a contour along the intersection.
My fragment shader currently does something ...
2
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1
answer
279
views
Alpha component in color buffer affects RGB components?
I'm looking for a way to make my surface semitransparent, and for now i ended up using this configuration:
...
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2
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749
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Writing data to a shader resource at runtime in DX12
I'm hoping to port my existing toy raytracer to a window so that I can see samples accumulate over time. And then port over to Pixar's pmj02:
https://graphics.pixar.com/library/...
7
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1
answer
650
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How to match Blenders polynomial lens distortion model with GLSL?
I'm trying to re-implement Blenders (libmv) polynomial lens distortion model using shadertoy, in order to apply the lens distortion in another application ideally by generating a STMap for that. I ...
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154
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Veldrid: Only execute fragment shader
Having an HLSL shader like this:
...
1
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1
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788
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Curve rotation in GLSL fragment shader
I'm trying to figure out the correct math to rotate and translate a curve displayed in a fragment shader.
What I try to accomplish is to define a curve, for example a sine curve, in a local ...
5
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1
answer
2k
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Manually fetching 8 neighboring texels from 3D texture greatly decreases performance
I'm implementing manual interpolation between texels in a 3D texture to be able to discard some of them when needed. Compared to hardware interpolation, this process takes a lot of time. If I simply ...
2
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2
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111
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Shader cannot move texture x, y location
Crossposted https://forum.openframeworks.cc/t/shader-cannot-move-texture-x-y-location/29395
Hello I am trying to move the x y location of the texture using this code but it doest not work.
...
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1
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140
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gaussFactorForOffset cannot call a non-function how to fixed this code?
Crossposted here http://forum.lwjgl.org/index.php?topic=6724
Hello guys I am trying to blur image using fragment shader but it is not smooth.. I search the internet and I found similar problem... ...
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1
answer
2k
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Is it possible to override or disable blending per pixel
I'm rendering transparent objects in separate framebuffer then compositing it with opaque one to get final image.
The transparent pass has additive blending:
...
7
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1
answer
2k
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Ray tracing - partial derivatives for texture lookup
I'm doing some ray tracing on GPU using a fragment shader...
How can I calculate texture coordinates partial derivatives with respect to screen coordinates so I could perform filtered texture lookup ...
2
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0
answers
116
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How can I draw a line whose position is given in UV space and its width in screen space?
In a fragment shader, I need to draw a line at a given value of u. The shader is applied to a planar polygon mesh that's being drawn in the scene with a perspective camera. (It isn't a full-screen ...
4
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1
answer
477
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Z buffer working in OpenGL
After Z-Buffer Testing does the fragment shader run on the discarded fragments?
Does the Z-Test happen after the fragment shader runs?
Please, tell me the step by step events that occur in the Z-Test....
6
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2
answers
6k
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Advice on how to create GLSL 2D soft smoke/cloud shader
I want to recreate this smoke/cloud effect which is used in the Arrival (2016) movie end credits.
I uploaded a sped up version of the credits to see the smoke dynamics.
http://streamable.com/n3309 ...
6
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1
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5k
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Fragment shader's output variables
EDIT: This is a duplicate of a question from stack overflow:
https://stackoverflow.com/questions/9222217/how-does-the-fragment-shader-know-what-variable-to-use-for-the-color-of-a-pixel
If you want to ...
6
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answers
1k
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OpenGL texelFetch causes black stripes
THE SHORT VERSION
In my fragment shader I'm reading (using texelFetch) multiple times the same texel from a texture (created by another fragment shader) and write it to the output render buffer. ...
3
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1
answer
259
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OpenGL ES Frag Shader - Branching
Working on optimizing a fragment shader which is slowing down my OpenGL ES 2.0 shader based game. This is used with a shadow buffer to determine if the fragment/pixel is inside a shadow volume.
The ...