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Hi I'm looking for a coder to create a CRT Shader. The shader should be applied to the default application surface as I want it to show over everything.
I really like the shaders used in Blazing Chrome and I would like to have something like those. The look I want for the shader is...
So, Im having a really hard time trying to make this happen, so I just decided to ask for help :3.
What I want to achieve:
I have a large rectangular sprite, and I want to make it invisible X pixels from de left to the right. I already have the X value set up with an uniform.
Why I'm...
I'm currently trying to perform some basic calculations using a shader.
The idea behind the shader is to get the maximum pixel value in a certain filter area.
This way, I only need to do a few reads in the buffer that receives the color values using buffer_get_surface (instead of reading...
Hi. I am extremely new to shaders, and am trying to use one as a palette system for my game. I watched a tutorial, and heavily modified the base code, and am getting a syntax error when I try to compile it. However, the line on which the syntax error occures is identical to the base code, which...
Here is the daily question:
How do i prevent "my" sprite from this to happen when i apply a shader
http://i.imgur.com/0bTl0TP.png
My shader vertex is the default and the fragment is this:
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void...
Hi, I created a shader that get the actual color of the surface and render it to the closer of a cga palette
I have to change it to swap the palette in 4 colors but I don't know how
secondary, I have to render it dynamic (maybe using an uniform variable)
because it have to change in base of the...
I've implemented two shaders in my game, one is being applied on the whole application_surface for stuff light light. The second should create a gradient onto the sprites I draw.
In order to draw gradients, I used the varying variable v_vTexcoord which (as far as I know) are the relative...