I would like to have information on the number of vertices that have been increased by doing Tessellation. To do this, we send the vertex information from the D
I want to Update an integer multiple times in frame so that the fragment-shader can access the right index of a texture array for different objects. I first tri
I'm using a shader to render movement along a line. How to make a line have more spacing between sprites Shader Line Screenshot
I wanted to test this codelab from Google, but whenever I try to run the part3_completed file/application on my Huawei P30 ELE-L29 phone, I encounter the follow
I have the proverbial cube sample and have been writing some code to test it all and learn more about shaders. My question is about how multiple buffers are ass
I'm using DirectX 11. I'm trying to draw a Cube mesh to the screen but the bottom half is getting cut off. If I move the camera up/down the bottom half is still
Is there a way to include this shader code as an external vertexShader.js without quotes and include between "script" tags? var vertCode = 'attribute vec3 coor
I'm trying to make an OpenGL ES app in android using java and I have run in a major issue: GLES20.glCreateShader(type) (type beeing GLES20.GL_VERTEX_SHADER or G
I need to implement my own hue rotation function within the CIE color space. I can't find any technical descriptions of how this is done. I found high level des
I'm working on a d3d application and i would like to compile my .hlsl shaders during to build using cmake. I have no idea where to start. this is my current CMa
I want to pass the mouse position to shader through uniform so that the color changes interactively when the mouse is moved. Please see the comments with "ύ
I'm getting some weird effect on my terrain on iOS devices. In editor, it looks fine; on device it shows the light like the image below. The textures on the ter
I am using Universal Render Pipeline, I built a shader which apparently works good. here is the image showing the result, please note that I am in the scene tab
I modified some shaders in unity and I'm trying to modify one in Cryengine. Can I send a parameter when I call a vertex/geometry/pixel shader in the technique?
I'm trying to handle the transform of texture in fragment shader. the resolution of window is (640,360), the rotation is 30 degree, and the scale is vec2(0.5,0.
While I built an idea of what vert_img does by observing results, I would like to read a more theoretical explanation that I couldn't find online. For context,
I've encountered this error a few times now when compiling my shaders. Here is the infoLog/Error Vertex shader failed to compile with the following errors: ERRO
I'm trying to implement very simple diffuse shader in GLSL/openGL. Here's what I got: Vertex shader: #version 130 in vec3 vertPos3D; in vec3 vertNormal3D; un
I am making generated shapes in a fragment shader and part of it involves drawing the border between objects ie the dividing line between them. Currently I have
I've created a plane with six vertices per square that form a terrain. I colour each vertex using the terrain height value in the pixel shader. I'm looking f