Questions tagged [shader]
A shader is a program to perform calculations on geometry or pixel data in computer graphics.
shader
7,031
questions
0
votes
0
answers
5
views
Julia Sets code along with p5.js and shaders not working
This is my julia.frag
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 pos;
const float MAX_ITEARTIONS = 1000.0;
float calculateEscapeRadius(float power, vec2 c) {
// Compute the ...
-2
votes
0
answers
31
views
Is is possible to project pixel shader to surface like texture with OpenGL?
I am wondering if it is possible to project (in an easyly way like texture) the example of fragment shader to a surface like a cube.
I have seen some interesting example on ShaderToy (the Rasterizer - ...
0
votes
0
answers
22
views
Creating 3d Cloud within the box using Metal shader
I tried to create a cloud filled in the box geometry, I tried using raymarching with noise texture as well direct noise function and fbm - fbm motions is good. but cloud is not get proper result like ...
-1
votes
0
answers
28
views
When using PlaneGeometry with ShaderMaterila my browser throws "Program Info Log: Fragment shader is not compiled."
I am new to Three.js and running on version 0.167.0 of Three.js.
I am trying to create a PlaneGeometry with ShaderMaterial, but I get an error and nothing renders in the scene.
Here is my code snippet....
0
votes
0
answers
12
views
How to change the property value of the material in the cginc?
I'm using the cginc file that performs plane clipping in shader. I'm looking for a way to add one property to the material using this shader, and then change the value of this property in the cginc ...
-1
votes
0
answers
7
views
border around 2D shape shader
I am writing a shader for threeJS to draw a frame around a shape geometry, (usually a rotated rectangle but could have point points potentially).
I am passing the corners -2D points- to the shader ...
0
votes
0
answers
18
views
Specular term seems wrong in Unity
I create a capsule and give it a simple texture, using a pixel-level Blinn-Phong lightning model to write a shader. But the result seems wrong:
Specular term seems too big
if I change the "...
0
votes
0
answers
16
views
Calculate direction of pixel in fragment shader for use in procedural sky shader?
(So I'm in my barebones C++ Vulkan game engine and I want to make a procedural sky shader like there is in Godot 4 and so far it's been pretty straight forward, it's not a skybox but a single triangle ...
0
votes
0
answers
27
views
Is there a way to extract shaders from an APK?
I have an APK of a game and I want to extract the graphics shaders (OpenGL or Spir-V shader) from it. Where are the shaders exactly located and How OpenGL shaders are stored in an apk?
As far as I see ...
0
votes
0
answers
17
views
I can't have ShaderGraphMaterial running on my Material
I need your help before be crazy please :)
I just would like to load my texture by using ShaderGraphMaterial to change parameters and apply to a Entity.
My texture is like that :
and my Root is :
I'...
-1
votes
2
answers
51
views
Sdf of a box projected on a sphere [closed]
In the added image you can see a uv quad mapped on a sphere, I need a way to map a box on a sphere in a similar way its enough if the projection only works for < 180 degrees.
UV on Sphere
Example ...
0
votes
0
answers
19
views
Purpose of Multiple Passes in the FFT
I am currently working on implementing a version of Jerry Tessendorf's Ocean waves, and right now, I'm dealing with the inverse FFT. I wanted to implement the algorithm on my own to try to gain an ...
0
votes
0
answers
18
views
WebGL line using TRIANGLE_STRIPs are being contoured at the end
WebGL offers gl_LINES as a way to create lines, but you cannot control its thickness. Therefore, I made a shader and some js functionality to create lines using gl_TRIANGLE_STRIPs. It does make the ...
0
votes
1
answer
51
views
WebGPU multiple render passes for 1 canvas
I'm a beginner in WebGPU and want to process an image with multiple processing stages in separate shader modules:
Desaturation
Edge detection
Compression
Step 4 then computes the compressed texture ...
0
votes
0
answers
15
views
What is the difference between model space and object space in a realitykit composer pro material shader?
I am writing a material shader using Apple's Reality Composer Pro.
I am most comfortable working with OpenGL's GLSL where you have model space, view
space, and clip (i.e. projection) space. I would ...