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Questions tagged [shader]

For all questions related to shaders, i.e. the programmable part of the GPU pipeline. For language-specific shader questions, see also the [glsl] and [hlsl] tags.

0
votes
1answer
39 views

shaderc compile through api with #include

I'm using shaderc to compile glsl code in to spirv module and pass to pipelie in REAL-TIME. I want to use #include to reuse some of the shader code but shaderc is having problems recognizing it. Any ...
0
votes
1answer
77 views

Sphere Texture Mapping Algorithm

I am trying to generate UV coordinates automatically to map a texture on a sphere. The problem is with seams when going from 0.8 to 0.2 there is a discontinuity and interpolation in fragment shader ...
2
votes
1answer
67 views

2D Line of Sight + Visibility Calculations

I am currently working on an algorithm to calculate visibility in a 2D top-down level. The level contains actors, with position and "sight" information walls, ...
-1
votes
1answer
80 views

Where should I learn shaders as a vulkan user?

I have no prior experience with any other graphics low level libraries and I have barely any clue how shaders work, any book related to shadings is bloated with opengl code and is demoralizing.
2
votes
0answers
54 views

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 ...
0
votes
1answer
81 views

Ray tracing the next week: understanding Instances

My question is not about the code, but it's about the approach used by the author Peter Shirley (and apparently common practice in ray tracers) of handling Instances. To understand the question it's ...
1
vote
1answer
38 views

Is it possible to bind dynamic texture samplers to a shader in DX12?

So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC structure in DX12, at least that's how I've been setting them. I was wondering if it's ...
1
vote
1answer
69 views

OpenGL Unable to retrieve the values of data sent to shader using textures

I've been following these tutorials and i can't figure out how to send data to shaders using textures. https://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_02 In this tutorial ...
2
votes
1answer
46 views

Is there an analogue of OpenGL's ImageLoadStore in DirectX 12?

I'm trying to port part of an OpenGL program into an existing DirectX 12 software, at some point in their shaders they use OpenGL ImageLoadStore in order to store information in 3D Textures without ...
1
vote
1answer
194 views

Convert RGB image to YUV420 using a hlsl shader

I am new to shaders and I need to convert efficiently an RGB image to YUV420. I can convert the RGB image to YUV420 with a simple c++ program that uses the ...
1
vote
1answer
83 views

How does a GLSL Sampler2D read a Vec2 UV coordinate to determine UV range

I am working with an atlas shader that steps through various sprite tiles within a single png atlas page to playback an animation with sampler2D. Looking at the shader code, I would expect to have to ...
0
votes
1answer
84 views

Convert shader from GLsl 1.50 to 1.30

I'm a newbie with OpenGl and I'm stuck in following the tutorial. I found this tutorial with these shaders ...
1
vote
1answer
103 views

Texturing an “infinite” plane

I am rendering an infinite plane as described in the following answers: https://stackoverflow.com/questions/12965161/rendering-infinitely-large-plane https://stackoverflow.com/questions/7380250/how-...
7
votes
2answers
812 views

Why are oct trees so much more common than hash tables?

When reading papers I commonly find Oct tree implementations of geometry representations to sort the data. However whenever I think about the problem hash tables seem better overall. Hash tables have ...
1
vote
1answer
183 views

Is a single shader and 1x1 pixel white sampler more efficient than frequent switching between shaders with and without samplers?

I have some existing OpenGL code that I am porting to Vulkan. The question is somewhat relevant to both OpenGL and Vulkan. I am rendering some primitives using textures, some single channel, others ...
2
votes
1answer
87 views

LoopBlinn Cubic Curve Rendering - Serpentine arteffect

I am trying to implement the Loop-Blinn cubic curve in java using the following source codes GPU-Curve-Rendering and WebCore. Both of them are showing few arteffects and i cannot figure out why. Here ...
1
vote
1answer
186 views

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 ...
2
votes
2answers
194 views

How can I draw this style of grid?

I'm trying to write code (in any language) to render this 3D grid, matching the look and colors as closely as possible:
7
votes
1answer
194 views

How does this small fractal shader work?

I would like to know the magic behind this tiny fractal shader; I didn't really understand the code and the mentioned thread... Is there an accessible explaination? https://www.shadertoy.com/view/...
2
votes
1answer
199 views

What is shader warming, and why does Direct3D seem to avoid it?

I am involved in a project that had been modified to run on Apple and Linux computers, when it was originally Windows only. Specifically, Metal and Vulkan renderers have been written alongside the ...
2
votes
1answer
782 views

Can i compile my shaders to SPIR-V without using glslangValidator?

I'm making a cross-platform application, and i need my shaders to be compiled to SPIR-V for both Opengl and Vulkan. It seems that the only way to do so is to call a separate program, called "...
1
vote
0answers
54 views

Evenly distributed point cloud for a grass renderer on a sphere

I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (...
3
votes
2answers
260 views

Why are depth buffer values clamped to (0, 1)?

This is a simple question. I know that in OpenGL or other graphics API, the values stored in the depth buffer are automatically clamped to (0,1). I just want to know why people do this instead of ...
11
votes
2answers
3k views

Why are normal maps blue and purple in color?

I am learning about normal mapping. I understood that RGB values are converted into XYZ, but my question is how is it converted and why is the normal map blue and purple in color?
1
vote
1answer
46 views

Difference between using + and * operator after tex2D to add albedo color?

I have a two different codes with a little difference Case 1. I used a + operator before _myColor. ...
1
vote
0answers
41 views

Simulating vanishing points shader

How do I create a vertex shader that allows to choose 3 non aligned direction vectors and then allows to morph all vectors positions such that every vertex is remapped so that two vertices that are ...
6
votes
1answer
643 views

Why are tessellation shaders disliked?

I often hear that tessellation shaders aren't great for performance reasons. Something along the lines that if you try to use a tessellation shader, you'll find that the data you get out isn't ...
1
vote
0answers
357 views

How Skia uses OpenGL backend?

Skia 2D's one notable backend in OpenGL, but how does it work under the hood to render? Say, we need to draw an anti-aliased circle. Does Skia: make a quad (using 2 triangles) and paint the circle ...
0
votes
0answers
109 views

Changing coordinate system from texelFetch to textureLod is breaking the algebra

I have a scene rendered using texelFetch() and I am trying to modify the shader to use textureLod() instead. This is the image generated with texelFetch: When I try to change the shader to use ...
3
votes
1answer
134 views

Importance Sampling in Unreal Engine Formula Derivation (Irradiance term)

I am currently trying to understand IBL in Unreal Engine, and there are so much things that I don't understand about the formula. Unreal approximate the specular term of shading equation by doing ...
1
vote
1answer
122 views

Controling order of execution of a (compute) shader on an array of vertices (data) in Vulkan

Is it possible to force Vulkan to execute a shader on vertices (data) in a semi-consecutive manner? For example, if the data passed to the shaders as a binary tree, shader would process it one layer ...
1
vote
1answer
53 views

Can you avoid querying for a texture location in OpenGL?

The way I learnt to send a texture to a shader is more or less ...
1
vote
0answers
64 views

How do modern GPUs handle branching instructions in shader code?

It has often been recommended to avoid branching conditions in shaders. Why? What happens exactly in modern GPUs in that case? Is it still recommended to avoid branching?
5
votes
1answer
125 views

Radiative Transfer Equation for Photorealistic Rendering

I've recently become interested in photorealistic rendering, and I've been looking at the different rendering philosophies. I read this Disney Research bachelor's thesis, which states both the ...
0
votes
1answer
39 views

Dynamically allocating morph targets in shaders

So with the idea that I want to load in an object with morph targets and for simplicity sake I know it will have between 1-8 position morph targets. Ultimately I want to do ...
3
votes
4answers
191 views

How to access several textures from huge amount of textures in a shader?

I'm developing a light probe based GI solution and currently dealing with light leaks due to interpolation between probes located on opposite sides of the walls. I want to tackle the problem by ...
1
vote
1answer
48 views

Non-point lights

Is there a technique for implementing non-point lights (i.e. light that has actual physical dimensions)? I can't think of anything except than making a light source out of multiple point lights, but ...
2
votes
2answers
91 views

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. ...
1
vote
1answer
69 views

Where can I find those visual effect demonstration?

I'm studying Unreal Engine, this chapter is talk about visual effects: Rendering Overview Some of them has obvious picture I can see whats the differences. But not all of them. Is there a site can ...
2
votes
0answers
128 views

Not understanding the lighting equation for volumetric cloud rendering

I've been looking The Real-time Volumetric Cloudscapes of Horizon-Zero Dawn, but I'm very confused by a few terms. The presentation mentions "The Henyey-Greenstein phase function" on page 54, ...
2
votes
2answers
167 views

Shader Prototyping Frameworks

I wonder if there exists any shader prototyping framework where I can debug (on cpu) my shaders, experiment with them and instantly see results and even write unit tests. The framework does not have ...
-1
votes
1answer
44 views

How to merge two vec4s and display side by side?

I don't know how to do this. I need help. My code looks like the following: ...
5
votes
1answer
160 views

What actually happens in frame buffer when an image or document is scrolled?

What actually happens inside computer when the text, pdf, jpeg, ms-word or any other document(file) is scrolled? Does it generate a new bitmap image sufficient for the screen to display even for tiny ...
3
votes
1answer
188 views

Is sub-texel shading possible?

I suspect the answer is no, but thought I'd ask anyway. It seems that other than using nearest neighbour and bilinear interpolations, there is nothing you can do to determine how two adjacent pixels ...
2
votes
1answer
191 views

Dealing with GL reflection

I'm planning the port of our DX based renderer to OpenGL. The target will be Desktop OpenGL 4.x. For DX we use shader reflection but as far as I know OpenGL just has glGetProgramInterfaceiv , ...
3
votes
1answer
219 views

Parallax/relief mapping with gl_FragDepth and conservative depth

New to writing shaders, please forgive any naivety in the question! Parallax mapping in any of its ray-marchy variants (e.g. steep parallax, cone step mapping, POM) generates fake geometry on a ...
5
votes
1answer
122 views

Jagged texture's edge on perfectly straight UV of sphere mesh

I unwrap UV from sphere mesh to grid and put texture to align with UV grid too. When white and black border of texture fall between UV columns, I get jagged edge like in the picture. This only happens ...
2
votes
1answer
280 views

Writing OpenCL Shaders

I want to write (fragment) shaders in OpenCL rather than GLSL. Is there a standard mechanism for this (from OpenGL, and ideally also from DirectX)? Are there any drawbacks to doing this? I also want ...
2
votes
2answers
95 views

What blend mode is this?

I asked this on Graphic Design but was unable to get any relevant help from them. I'm trying to reverse engineer a blending mode I've seen on a picture: This image was created by someone else ...
2
votes
1answer
128 views

How to voxelize geometry using textures and shaders?

I am trying to fetch a given geotery and through (potentially multiple) render passes create a 3D texture that stores the color value of said geometry into an associated texel. In other words there ...