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#shaders

  1. Josi Craft's

    shader dosent work

    hi i made a shader with my small nolege of shaders its a nomal map shader but it just draws a black box that some time turns gray //draw //draw shader_set(sha_nomal); shader_set_uniform_f(shader_get_uniform(sha_nomal,"u_lightDir"),mouse_x,mouse_y)...
  2. Josi Craft's

    Shaders textur sprite shader thing

    I don't know how to make shaders but i've stumbled over a video and wood like to know if anyone have made a shader like this and how it looks (the shader code) video
  3. Ali Alhosani

    Collision issue after adding a shader

    Hi there, I have some weird issue. I am working on a brickout game with perfectly working balls and bricks collections. but when I use a shader for a passive object ( in the background), it is effecting the other objects collusions ( ball sticking on bricks or not bouncing incorrectly). Any...
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  5. DjennyFloro

    Shaders Progressive construction shader

    Greetings everyone, I am at the conceptual stage of my shader (not coded since I am trying to lay out how the shader should work). The goal is to animate the construction of a building. Here's what I want to achieve: step 1: the first row of pixels is some kind of neon blue glowing (1px...
  6. S

    Shaders Shaders and Surfaces

    Hello fellow game makers, Using GMS 2.3, my game is 2D game with not so crazy graphics. When I try to use shaders I got my game stuck, probably because of drawing to 2 surfaces at once. The shader I am trying to use is a glow shader (xygthop3 shader). The objects are in the same room, but their...
  7. P

    GameMaker Draw Sprite Part Extended Need Help

    So I am not very familiar with shaders but I have watched and read most neccesary tutorials to understand how they work. I need my shader for drawing laser weapon aim. The laser weapon needs to be charged before shooting, this is why I want my aim to show the current charge by filling the inside...
  8. B

    Shaders Shader uniforms not working

    Forgive me if I'm making a rookie mistake, but I can't seem to spot it right off the bat. I have an alpha shader: varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float alpha; void main() { gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor.a =...
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