shaders

  1. T

    Shader pass in variables in for loops

    Hi all, I'm working on shaders, specifically for a simple blur effect. I am passing in a variable u_Blur to the shader, so that if I get hit or something, the screen blurs for a bit and gradually goes back down. here's the code in my fragment: varying vec2 v_vTexcoord; varying vec4 v_vColour...
  2. Tthecreator

    [shaders] different uniforms not working

    So my code is a little bit complicated so I've got my problem in short code form here: Scenario 1: shader_set(shader)//set shader shader_set_uniform_f(global.uniformid,value,value,value,value)//set uniform draw_A()//draw something...
  3. R

    Shaders Texture Coordinates on Mac & Linux

    Hey there! I've got a shader working on Windows that creates a sin wave effect on the image (feel free to use it, though I didn't really code it for readability/portability so it might be a little rough!). Unfortunately when I put it onto Linux it spits out gibberish. I'm thinking it's because...
  4. J

    Shaders 2d Planet shader?

    I am trying to figure out how to use shaders to make a 2d texture appear as a sphere with a shadow. I found this example that is exactly what I want and tried to make it work in gamemaker but am having problems. http://clockworkchilli.com/blog/2_3d_shaders_in_a_2d_world This is my first try at...
  5. Crispy

    Shaders Best way to use multiple shaders

    Hello Everyone, I've been getting into shaders recently and was wondering what's the best way of stacking up multiple shaders. I've got a couple of full screen effects that I want to layer up but its not as simple as drawing the application surface with each different shader. I've been getting...
  6. D

    Does application_surface affect other surfaces aswell?

    Hey, title says it all. So I tried to create a simple black & white shader. I wanted to make everything, except sprites I draw to certain surface, black & white. I set shader to application_surface and then draw sprites I want to keep in color to another surface. However, everything is black...
  7. M

    Shaders texture2D not working in vertex shader

    So I tried using what is written possible in the spec of GLSL ES (and I've done it before with regular GLSL) What I want to do is grabbing a point in a texture (using UV coordinates), multiply the vertex position by that, and lastly let the fragment shader draw it out. The vertex shader is as...
  8. Warrenaterz

    Shaders GLSL ES Shader Compatability

    Hey folks, So I'm working on a game in GameMaker in my spare time and I was coding a shader system for the game using the GLSL ES language. The game isn't in a testing period yet however I sent a copy to one of my relatives to let him have a go and his computer wouldn't run the game because of...
  9. Pixelated_Pope

    Asset - Shaders Retro Palette Swapper

    *Edit: I've taken the download links down. As I've began posting in more places, updating them all every release is a pain. You can get it on the marketplace or Itch.io, but if you'd like it for free, PM me or tweet at me and I'll send you a key for the Itch release. If you like this Asset and...
  10. Murr_

    Legacy GM Shader is not visible, when set too.

    So i was digging shader's some time a week ago. And now, i'm trying to do this thing <last topic ref.>. So i have a SURFACE which acts as a cloud atmosphere, which sets a shader (Gussian Blur) to make it more volumetric. (used Xor's shader for this, combined the x/y shader code together). I...
  11. C

    Shader showing up in the corner.

    So basically I'm trying to imitate the overlay effect that Photoshop has. I'm attempting to overlay a background overtop of my game screen. Basically the shader appears in the top left corner of the screen and is somewhat smaller than the actual screen size. That red square is the background...
  12. R

    Multiple attributes

    I've been trying to get a custom vertex format working in GLSL ES for about three days and i'm not getting anywhere because only the standard input attributes are getting mapped at all. How do I use multiple in_Positions? vertex_format_add_position_3d() vertex_format_add_position_3d()...
  13. F

    Shaders Alpha gradient on drawn text thru shader?

    Hihi! Building an RPG... thing. Was plunking along. Came across something I wanted to do that apparently would be easily solved by shaders, provided I learn how the heck to shaders. I gave it a good stab. It's not easy, because a lot of the learning about GLSL shaders doesn't -exactly-...
  14. C

    Shaders [Solved] Shaders behaving differently on Android

    Hello! I made a basic shader that creates a ripple effect, and while it looks really nice on Windows, when I test things out on Android, the shader goes out the window. It works similarly, but it looks as if the shader pauses every few frames, and the effect looks a lot choppier. I'm guessing...
  15. W

    Is there a function to get the color pallet of a sprite?

    Hi, so I looked in the manual but didn't see anything on extracting color pallets, what I'm trying to do is if the user loads a pencil art drawing (or single color pen), I'm going to use a hue altering based shader to turn the sprite into color, I figure if I can get the grayscale color...
  16. RyanC

    Legacy GM Hue Shader Required - for GMS v1.4.1757

    Anyone got a hue shader script for GMS1.4.1757? as the standard one seems obsolete for this update.
  17. Heavybrush

    CGA Shader

    Hi , I'm trying to make a simple CGA shader // // Simple passthrough fragment shader // uniform sampler2D gm_BaseTexture; varying vec2 v_vTexcoord; varying vec4 v_vColour; const mat3 rgb_to_wcm = mat3(1,-1, 0, 1, 0,-1, -1, 1, 1); void main() { vec4 rgba = v_vColour *...
  18. B

    How to convert this code to a 2D Shader? [Unfixed]

    Hi, I have made working code for 2D lighting, and I realized that it would have to be converted to a shader to run every step and to have the game run smooth. Here's the code I put into a step event: //Run every pixel for(xx=0;xx<room_width;xx+=1) { for(yy=0;yy<room_height;yy+=1) {...
  19. Binsk

    Legacy GM Multiple Render Targets [Shaders]

    Basics: GM Version: Studio v1.4 Target Platform: Windows, Mac OS X, Linux Expectations: You should understand the very basics of shaders and surfaces Summary: This tutorial covers how to set up Multiple Render Targets (or MRTs, for short). That is to say, how to render to multiple surfaces...
  20. Heavybrush

    retro style shader

    Hi I'm going to get into the shaders they are really scary but also so much interesting I'm starting with the basics by the manual and some video tutorial online I've learned how to change make a single channel shader and a greyscale shader I started also to see the uniform variables to...
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