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Found 7 results

  1. I made a playground example to illustrate my issue. When setting the output values of the fragment, the alpha seems to be ignored when I use a constant value instead of the sampled one. If you uncomment the last line of the shader you will see my issue - how can I avoid showing the colour where alpha is zero ?
  2. A part of my game's post-process render pipeline: Downscale render to 25% size Do some post-processing on the downscaled image Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...) Fragment shader outputs the low-res processed image overlaid on top of the original high-res render Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set
  3. Hi all, I'm fairly new to Pixi and extremely new to fragment shaders and am trying to change the PIXI DotFilter fragment shader so that the holes are transparent (which I've done) but I want to set the foreground color to black or preferably any color. The first pic is what the PIXI DotFilter fragment shader renders without changes (i.e., by default) - which is black foreground on white background, and the second one is where I got it to now (transparency). The second picture (after I changed the color.a value to 0.0) has the color as white with the background knocked out. The fragme
  4. I am trying to create a fragment shader via a PIXI.AbstractFilter to create a wave rippling effect to be applied to a background texture. I have already worked out the algorithm for the wave effect in JavaScript. What I am having difficulty doing is getting the data I need into the shader through PIXI. For my effect to work, I need to have a large Float32Array to keep track of wave heights and a texture containing the original, unaltered contents of the background image to read from in order to apply the effect of pixel displacement (light refraction). I've been doing a lot of searching a
  5. Hello everybody! There is my fragment shader for PIXI.Filter. I'm using it to change the colour of the area drawed by PIXI's primitives (eg. for gradient effect). All looks good on renderer.resolution = 1 but if i set it into 2 It draws additional line out of the area, and strange big pixels on a complex forms like chart (see screenshots). Help me please :-) precision mediump float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform mat3 mappedMatrix; uniform vec4 topColor; uniform vec4 bottomColor; uniform float alpha; void main(void) { vec4 result = texture2D(u
  6. Hello everyone I'm trying to create my own custom PIXI filter with glow effect for text, but i dont know anything about shaders and GLSL to finish my filter Does anyone has complete solution for glow effect? please share with me
  7. Hi, I'm experimenting with fragment shaders and would like to ask if there is a workaround for inputting statements like "#extension GL_OES_standard_derivatives : enable" in the playground, which results in a syntax error? In CYOS such statements are accepted, so it's not a big topic for primary shader tests. BTW, I'm a new user and I enjoy this forum, it helped me a lot for the first steps learning babylonjs, thanks to all of you for the great effort for this amazing project! My first shader results: http://www.babylonjs-playground.com/#26UUE1#19 have fun Johann
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