Questions tagged [vertex-shader]
Vertex shaders are executable programs that execute as part of the programmable geometry pipeline in modern graphics APIs such as e.g. Direct3D or OpenGL. Vertex shaders are usually hardware accelerated on consumer hardware nowadays. The vertex shader processes one vertex at a time, followed by primitive assembly, optionally geometry shader and transform feedback, clipping, and finally rasterization and fragment processing.
vertex-shader
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How To Let ShaderMaterial Receive/Cast Shadows
So, I have been playing around with vertex and fragment shaders, and wanted to know if there was a way to add shadows to the fragment shaders? I have tried many unsuccessful attempts, and researched a ...
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UE5 Vertex Shader: How can I make a WPO/Displacement Material in the shape of a Clothoide Coil?
I am using UE5, but I'm sure most programs with vertex shaders will be similar.
I am trying to coil a perfectly straight vertical mesh into a Clothide Coil at runtime.
I am using WPO for this method ...
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Translated meshes appear tilted towards camera
I'm using Vulkan APIs to render meshes with the standard projection-view-model matrix approach. However, when translating objects, they appear tilted and distorted, always facing the camera. I don't ...
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Sync issue for gl_InstanceIndex between vertex and fragment shader
I'm trying to implement this OpenGL text-rendering tutorial in Vulkan:
https://learnopengl.com/In-Practice/Text-Rendering
and the improvements in this video:
https://www.youtube.com/watch?v=...
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When using points in ThreeJS there is a black background on each point if using depth writing
I have a scene where I use points, like so
<points ref={gPoints} position={position}>
<bufferGeometry attach="geometry">
<bufferAttribute
...
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ThreeJS ShaderMaterial WebGL conversion
I'm working to convert the SplaTV WebGL library to use ThreeJS and I'm struggling to get it converted. The code in the original repo is challenging to understand as it's not documented and while I ...
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OpenGL depth test with unclamped range
I'm using a OpenGL pipeline with a vertex and fragment shader, which is such that early fragment tests need to be enabled.
So the depth test is always done with the vertex shader output gl_Position.z ...
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R3F exported NodeToy shader is invisible
I am unable to get my glsl NodeToy dark pink shader to show up on the the arms and legs of the models of the caution symbol and X symbol. The flat dark pink shader that is currently visible is not the ...
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WebGL shader program - no getAttribLocation function
I'm learning WebGL following a tutorial in the WebGL Programming Guide text. I'm stuck trying to retrieve an attribute location from a vertex shader program.
I created a class to encapsulate WebGL ...
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How to apply the new vertices to the light in a graph shader
I am doing a shader to "simulate" waves on a plane. Here is my subshader for doing the curves of the waves.
It works well, as you can see :
The problem is, the light reflection isn't ...
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How to convert Vertex Location calculations to Pixel Shader side
For my final project in my shaders class, I am supposed to convert the vertex displacement calculations to occur on the pixel shader side instead. I am doing this in XNA Monogame. My professor made a ...
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How to link the output from a texture2D array to the vertex position in Unity URP Shader Graphs?
In unity 2022.3.7f1 URP shader graph, I am unable to link the output from a sample texture array2D to the input for vertex position, even though I am able to link it to a sample texture2D LOD.
Shader ...
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Unable to Register Vertex Shader in Unreal Engine with C++
Overview
I am currently trying to create a vertex shader in Unreal Engine. The project does build, however the Editor crashes while attempting to retrieve my shader file. I acquire the error message ...
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WebGL Position vertex inside vertex shader?
My goal is to specify custom positions for vertices within the shader vertex rather than relying on a JavaScript "new Float32Array(positions)" for defining vertex positions. The data should ...
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QOpenGLWidget with Qpainter: OpenGL drawing only visible after first paintGL call
I would like to use a QOpenGLWidget in QT to create fast line plots. These plots are to be provided with some labels, for which I am currently using QPainter with drawText(). In various examples, the ...