I have a shader that simply draws a texture over top of the sprite that calls it. It works perfectly when the dimensions of the sprite are a multiple of two. 32x32, 64x128, etc. If they're not then the overlay texture gets stretched in a weird way.
I believe the problem lies solely in my shader...
[RESOLVED] Hi! Very recently, I transitioned from developping on a Mac to a Windows machine. Everything works properly, except the shaders. They don't let me make any calculations or comparisons inside the shader (+, -, *, /, == and != all give me errors) while it worked perfectly on Mac. I'm...
Hi
I am building a game and using a shader to enable normal maps on sprites.
Everything works fine in test windows platform and in Android emulator, but on Samsung Note 8 Android device it is completely not working.
On the Samsung device the shader is not being compiled properly...
Hi experts
I am experimenting with the possibility of using normal map textures to enhance the look and feel of my sprites. So I created tree objects - a circle, a square and a star. l of them rotate in Step event.
Also I use a custom shader to use the normal maps, which I prepare it in...
I posted on reddit too about this: https://www.reddit.com/r/gamemaker/comments/e12mnn/how_do_i_standardize_the_pixel_density_my_shader/
My goal is trying to get all the pixel stair stepping to be a standard pixel density / pixel size as say my character so that the game has a consistent...
Hi there, I am a freelance technical artist developing some cool tools using gamemaker and some of their features would benefit from shaders, so, my being technical but not so into programming shaders and more into the art side of things, I am looking for someone who can develope shaders I...
So the game I'm working on has enemies that have a visible cone-shaped line of sight. I want to implement a shader that makes it so that if part of the spotlight sprite is either colliding with a solid object, or a solid object is between the pixel and the cone's parent object, that part of the...
I'm having a issue with the shader I'm using for a planet which is passing by in the background. The shader's "position" seems to be moving too quickly and I'm not sure what to adjust to slow it down.
Here's an example: https://media.giphy.com/media/dAL2VaJGn9xYna6cEW/giphy.gif
EDIT: I'm...
I'm trying to add a fisheye warp to a current shader I'm using to generate terrain on a planet. I've added it successfully but it's positioning the "fisheye" portion in the top left corner instead of centered and stretching to the edges.
I believe it has to do with this line in the original...
Hello everyone!
I found an "overlay" blend mode shader (simulating Photoshop's blending effect) it's great! But there is a fatal problem. It's in full screen and can't be added to the specified layer, it follows the camera movement, which drives me crazy...
(I need the Blendmode effect. I have...
Hello everyone!
I am new to Shaders, and don't really understand how they work. I've watched a couple of Youtube videos, and opened up some example projects, but I'm still confused.
I have a large collection of walking, running, jumping, sprites for my character. And in all of these sprites he...
Get Shader Constants
This free asset package allows you to get the values of the shader constants as defined by the OpenGL ES spec. It also shows how to get values from the fragment shader using surfaces.
The included script shu_get_shader_constants returns a ds_map with all the values...
i have a explosion sprite that i want to have on it a glowing outline for that it can be seen clearly on dark places can u show me some ways to how to do that pls :)
GM Version: GMS2
Target Platform: All
Summary:
This video tutorial shows you very illustrative what shaders are in gamemaker studio. It covers only the vertex and fragment/pixel -shader because these are the ones that can be accessed in gamemaker studio. There is only one decend youtube channel...
i fond a very good shader from a web site but when i put in my object the object become invisible xd can some one show me were is the problem or if u have better glow shader for sprites let me know ^^ :
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float sigma; // The sigma...
Hi, started using shaders and I've noticed they lead to High GPU usage. (which I'm fairly sure is by design)
I'm using the Xor blur, and it essentially doubles my GPU usage from 25% to 50%
First I thought that was bad and I had to fix this, but reading upon it, it seems like its a good thing...
So each part of this image, that is colored in teal, has max green and blue, but red varies betwean 0-255, and depending on that it shuld load a color from an array that contains the colors, but for some reason it remains white, while the parts shuld be colored in red.
here is the image
here...
I'm using a very simple shader for my game which displays a sprite pure white.
shader.vsh:
attribute vec3 in_Position; // (x,y,z)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying...
I have made a relatively simple fog of war shader as in the above pic. I have created a texture the size of the screen filled with black and draw it as a sprite that moves with the camera. In a pixel shader I check the distance to the player (the ship) and determine the alpha of the pixel to...