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Computer Graphics

Questions tagged [fragment-shader]

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1answer
35views

I have a 2D texture array of 8 layers attached to 8 color attachments of an FBO as so:...
0votes
0answers
54views

I've been following this series of OpenGL tutorials, and got my Phong lighting model working just fine. However, when working through creating structures defining the light levels for surface ...
3votes
1answer
82views

Replicating a brush effect from Paint.NET into a shaderPaint.NET brush looks like this:What matter to me is the region between the two brush, and how it blends smoothly.(yes it's full white on the ...
jokoon's user avatar
0votes
0answers
79views

My understanding is that, broadly, “overdraw” in rasterization is when particular pixels are drawn to more than once (from separate triangles), perhaps unnecessarily (when multiple opaque objects ...
1vote
0answers
117views

I'm trying to write a simple shader program (one vertex shader and one fragment shader) that gives the same result as if no shaders were defined. After several hours of reading documentation and ...
delt's user avatar
  • 111
3votes
1answer
818views

I am currently writing a fragment shader where I want to draw an antialiased line. My first instinct was to calculate the color of each pixel based on the distance to the line. Something like: (using ...
Mos's user avatar
  • 33
0votes
1answer
249views

I have two 32bit floats that I calculate in a pixel shader which represent a texture mask. What would be the best way to pack them into the alpha channel of a R16G16B16A16_FLOAT texture without losing ...
Max's user avatar
3votes
1answer
178views

I’ve recently gotten into shader art , using sites like shadertoy and various tutorials for getting started.One thing I noticed is that a typical setup involves ray marching whereby:We set a ...
0votes
0answers
154views

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 ...
1vote
0answers
179views

As I understand it, withglEnable(GL_MULTISAMPLE),glEnable(GL_SAMPLE_SHADING) and ...
Simon's user avatar
0votes
1answer
121views

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,...
1vote
1answer
1kviews

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 ...
1vote
1answer
160views

How can I avoid having to declare the sampler outside of the if statement in this shader code sample?...
junglie85's user avatar
0votes
2answers
394views

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 ...
user20154's user avatar
1vote
0answers
56views

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 ...
Michael K's user avatar

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