1. angelwire

    GMS 2 [Solved] HLSL 11 Shaders - Problems generating and using depth map

    I'm writing an outline shader in GMS2 using HLSL 11 and I'm having issues drawing and using a depth map. I have two shaders, a main shader and an outline shader. The main shader encodes the pixel depth into the Green and Blue channels and draws that to the depth surface (the red channel is being...
  2. BCrash

    Windows Anura 3D (PBR 3D Engine)

    I started working on this project as a little 3D shader experiment back in 2015 (GMS 1.4), to see how far I can go. Right after implementing a traditional per-pixel lighting system I started replacing it by PBR (Physically Based Rendering) to achieve more realistic graphics. In 2017 after...
  3. The Reverend

    Shaders Basic HLSL (and some GLSL) info needed [one more Q]

    I'm working on my next shader tutorial and realized I'd need some help before feeding false information to the community watching the series. The first questions are about GLSL ES: Are these statments correct? 1. GM:S 1.2+ is using GLSL ES 1.0 2. and GMS 2 is using GLSL ES 2.0 And the rest is...
  4. Xor

    Shaders [Solved] MRTs in HLSL 11

    Hello! I'm trying to write a Multiple Render Target shader for our game, Xodusse, and I'm having trouble figuring out the HLSL 11 syntax. I am currently using HLSL 9, but I want to rewrite the shader for GameMaker Studio 2. I can't find any information on the syntax so I'm kind of just guessing...
  5. lolslayer

    3D edge outlining

    So today I started to work on an edge detection system with the help of shaders. This isn't a wireframe renderer, because it will only draw edges when there is a difference in the normals of the model. I don't have much more to say so just enjoy these pics here: It's really easy to use this...