fell, to intel
@fell@ma.fellr.net avatar

Maaaaan the fucking #Intel #OpenGL driver is refusing to link my shader and the error output is just an empty string.

I've been debugging this for two days already I hate it!

I swear, if this is some weird maximum memory or heap size bullshit I'm gonna tilt.

Just in case an expert sees this:

OpenGL Version: 3.1  
Renderer: Intel(R) HD Graphics 2000  
Version: 3.1.0 - Build 9.17.10.4459  

Whyyyy???

#GameDevelopment #GameDev #Graphics #GPU #Programming

fell, (edited )
@fell@ma.fellr.net avatar

Holy shit I found it.

So, back in august I already noticed issues with #Intel chips because of their older #GLSL version. The culprit was this bit (simplified):

for(int i = 0; i < NUM_SHADOW_CASCADES; i++)  
 CalculateShadow(_shadowMap[i]);  

_shadowMap is a so-called texture sampler. GLSL 3.30 does not allow indexing texture samplers with non-constant values, so I had to unroll the loop like this:

CalculateShadow(_shadowMap[0]);  
CalculateShadow(_shadowMap[1]);  
CalculateShadow(_shadowMap[2]);  

And now - as it turns out - this specific driver implementation also doesn't support passing a texture sampler as a function parameter, because it works totally fine when I do this:

CalculateShadow_0();  
CalculateShadow_1();  
CalculateShadow_2();  

So I had to define three separate copies of the exact same function, just to access the different shadow maps. God fucking dammit Intel. At least TELL ME.

#OpenGL #GameDevelopment #Programming #GameProgramming #ShaderProgramming #Shaders #GPU #Drivers #Windows #GameDev

runevision, to random
@runevision@mastodon.gamedev.place avatar

Procedural water streams are much harder than paths. 😅

The look of the water itself is getting better (and I have yet to implement transparency/refraction - and sound!) but the gullies the water runs in look pretty wrong and artificial for now...

Walking through a virtual forest environment on a path, and coming across a water stream. In one direction it eventually goes down a steep slope, and in the other it comes from an even steeper slope, making it sort of a waterfall.

runevision,
@runevision@mastodon.gamedev.place avatar

I've been implementing water transparency and improving the foam the past two days. I had a breakthrough when I realized that foam starts out crisp and then diffuses out into a creamy blur.

Inspecting a water stream in a virtual forest environment.

boilingsteam, to linux
@boilingsteam@mastodon.cloud avatar
alienmelon, to gamedev
@alienmelon@mastodon.social avatar

idk how anatomically correct it is but i did it!
i made my first still beating heart!
material is animated. it's nice & flexible too... like you can change the color and roughness of the flesh so the same texture can be used in other... fleshy cases.
yay for 3d horror elements!

#GameDev #GameArt #Horror #UnrealEngine #Blender3D #Blender #B3D #Shaders #IndieGameDev

  
  
[A video panning around a 3D heart. The heart is slightly beating and looks fleshy. It's very disturbing. There are veins all around it... It looks relatively anatomically correct. The video starts from inside the heart and than pans out, and circles around it.](https://files.mastodon.social/media_attachments/files/111/184/661/057/433/781/original/5885bcca89cfedcb.mp4)
QuantumWitch, to gamedev
@QuantumWitch@mastodon.gamedev.place avatar

Are you making a low resolution game, but using some modern shaders to apply fancy effects that would have taken superhuman brainpower to do if we were actually writing for the old consoles?

Do your shader effects look... out of place? Like, they're happening at a higher resolution?

Do you want an easy way to "snap" your shader's pixels to your game art's pixels? This is the thread for you?

#gamedev #indiedev #glsl #shaders

alienmelon, to GraphicsProgramming
@alienmelon@mastodon.social avatar

along with other things, i got a procedural "unspecific fleshy organic meat material" done today.
it actually balances well between appalling and morbidly fascinating.
i'm proud of it!
yay for horror materials on 🥳 halloween month 💀

#GameArt #Shaders #Blender #B3d #IndieDev

  
  
[a screenshot of a fleshy looking material with lighter pieces bulging out of dark red areas. there are darker patches that look like veins running through the lighter areas. it looks unspecific and could also just be polished red rock. either way it's fittingly gross.](https://files.mastodon.social/media_attachments/files/111/180/828/240/308/310/original/7dff66a6131f8b6b.png)  
[another screenshot of a fleshy material. it looks very meaty.](https://files.mastodon.social/media_attachments/files/111/180/828/562/096/635/original/7151f387aff870b7.png)
gimulnautti, to GraphicsProgramming
@gimulnautti@mastodon.green avatar

Texture mapped raymarching of a signed distance function

#shaders #raymarching #texturemapping #realtime #graphics

https://www.shadertoy.com/view/cdKyW1

tapir, to godot

Just for giggles, I made my own live shader editor using #godotengine. It works great, however, I have no idea how to access the errors the shader compiler generates. So if something fails, I just show a horse. LOL. If anyone knows if accessing that info is possible, please let me kno. #shaders #screenshotsaturday

hamoid, to genart
@hamoid@genart.social avatar

This was not part of my original plan, but somehow I got here.

image/png
image/png
image/png

scdollins, to generative
@scdollins@genart.social avatar
scdollins,
@scdollins@genart.social avatar
scdollins,
@scdollins@genart.social avatar
boilingsteam, to linux
@boilingsteam@mastodon.cloud avatar
scdollins, to generative
@scdollins@genart.social avatar
gravitos, to thinkpad

one thing you did not expect to see today is a 2012 #Thinkpad doing #raytracing with no GPU. This is an actual ingame screenshot. Screen space global illumination is a cool thing afterall.

#minecraft #shaders #modding

alienmelon, to gamedev
@alienmelon@mastodon.social avatar
alienmelon,
@alienmelon@mastodon.social avatar
scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
SiurellGames, to gamedev Spanish

First time trying a Shader for a burning incense bar! ¿What do you think?

Primer intento de hacer un Shader para la barra de incienso! ¿Qué os parece?

#gamedev #indiedev #unity #shaders

video/mp4

scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
scdollins, to generative
@scdollins@genart.social avatar
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