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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
1 answer
11 views

How do I rotate around the instance itself instead of the rotating the entire shader? You can see what I mean by rotating the entire shader in the images below: Here is the main.c: ...
cvolpe's user avatar
  • 1
0 votes
1 answer
55 views

When I switch between two different OpenGL shaders instances do I need to re-upload the uniform variables. For example I have a shader that have a Project and View matrix uniforms defined: ...
EndlessLife's user avatar
0 votes
0 answers
61 views

When should you use single command buffer vs multiple command buffers for Render to Texture (RTT) in Metal? I am implementing a Render to Texture (RTT) technique in Metal, and I’ve come across two ...
Argha Chakraborty's user avatar
0 votes
1 answer
77 views

I've been reading through the specification of OpenGL ES 3.20 and found a built-in "outerProduct" function for computing the outer product of two vectors, specifically, outerProduct(a,b) = $...
TomKern's user avatar
  • 251
1 vote
2 answers
99 views

When I was studying a code base of path tracing implementation (done in GLSL), I notice the author returned a pdf of generated camera ray: ...
Victor Li's user avatar
0 votes
1 answer
96 views

I am trying to achieve a border effect to a square tile on a xz plane. I am using max of coordinates x and z to achieve that. Here is my ShaderLab code: ...
hungry91's user avatar
2 votes
0 answers
64 views

Below is the code for a simple wormhole effect shader made in shadertoy.com. I understand everything else except: ...
kyopa's user avatar
  • 141
1 vote
1 answer
201 views

So in every mesh, the vertices can have UVs, and UVs are a way to store data for each vertex. Basically, at the time of rendering, when the shader runs, it's a way to check some arbitrary data for ...
kyopa's user avatar
  • 141

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