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