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Hello!
I'm trying to find a good shader that will let me convert any sprite into greyscale over a time variable.
Right now I have this:
void main( void ) {
vec3 color = vec3(1,0,0);
vec3 c1 = color;
float compRMax = 0.3;
float compGMax = 0.59;
float compBMax =...
Hello,
I have been trying to fix this for weeks now, and due to my limited understanding with blending and shaders I am not able to do so. I've read countless threads on reddit and on the forums but was not able to fix this.
Basically, the problem is this:
What I am doing exactly, is having...
Hi,
I'm trying to make a shader where I need to get some RGB values from a texture input from a surface (actually it's an output of another shader)
I tried something like this:
varying vec4 v_vColour;
varying vec2 v_vTexcoord;
uniform sampler2D Texture;
// The 'texture surface'
// This is...
I want to get the destination color to a shader so I can manually blend it with the source color using (bm_one,bm_zero) as blend mode so the destination color wont be processed again after the shader.
But I have trouble of getting the destination color because I don't know how calc the texture...
Hi !
I have a problem I'm not understanding. Am I allowed to change a uniform more than once ?
ATM i have the following code.
var from;
var to;
var horizontal = false;
from[0] = bloom_surface;
to[0] = blurred_bloom_surface;
from[1] = blurred_bloom_surface...
Hello GMC,
So from my understanding, vertex buffers/ primitives are shot straight to the GPU. Ignoring all game resolutions and only using your monitor's display resolution.
I know to get texture coords, it's v_vTexcoord. I'd like to know an equivalent or similar way to this. The problem I'm...
Heya, I've run into a problem whilst developing a shader for a 3D game.
The shader is intended to create a kind of "colored glass" effect, wherein everything viewed through the object using the shader will be colorized with the specified color.
However, calling this shader via shader_set()...
Heya!
I've been trying to find a way to convert the application surface into a texture so I can use it in shaders.
However, any attempts to draw this surface texture result in the image being repeated into infinity.
This is an undesirable effect, as I want the surface to be drawn a single time...
Heya! I've been playing around with some simple shaders and was hoping to tackle something a little more complex. However, I've been unable to find any resources that pertain to what I'm looking for. A 3D shader that modifies the color of pixels that are viewed through a 3D plane.
For example...
I was making a shader to simulate the super Nintendo's Mode 7, and it more or less worked, but whenever I squished the image, another sprite would appear along side it as if it was part of that image. The two images are not part of the same sprite and I don't currently call the other sprite...
EDIT : This post is Hella old, no longer working on a solution.
This is probably a stupid topic but my brain is too
fried to think right now. I'm looking for suggestions to effectively overcome this small problem.
I have some models with relatively large amounts of materials that thus require...
whenever I use shaders my view gets really up close and the character doesn't allign to the middle of the screen, even if I don't have views enabled. when I'm not using the shader everything works just fine. has anyone had this problem before and know a solution? tell me if more info is needed.
Hi programmers,
I'm trying to implement this market asset into my game:
https://marketplace.yoyogames.com/assets/701/crt-pixel-shader
I never worked with shaders before and I can't find a clear answer on how to implement a .yymp file.
Does anyone can give me a step plan for doing this?
Thanks...
So, I have been working on a game in Game maker studio lately and have run into an issue. A huge aspect of this game is that when you interact with objects (such as beating an enemy) a radius of color would appear in this previously black and white game. Doing some research, I believe the best...
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...
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...
Is there a way I can have this sort of effect https://i.pinimg.com/originals/ab/c4/82/abc4828893d2fb20c71940230ca739a0.gif near the edges of the view? I have no experience with shaders. Would someone be able to help me achieve this?
Hey everyone,
throughout the time working with shaders in GM, I've found it convenient to set the visible property of all objects that I want to apply a shader on to false and then simply draw the objects in a single renderer object with
shader_set(myShader);
with (myObject) {
// draw...
(The art is inspired by Kingdom, but everything is coded and drawn by me. Made with game maker)
Please note: I am no longer taking requests.
My time with making games have been long gone. I work as a software developer now. 😁
About me
Hello, I'm James, and I've been passionate about creating...