
- GAME MAKER STUDIO 1.4 TUTORIAL CODE
- GAME MAKER STUDIO 1.4 TUTORIAL FREE
- GAME MAKER STUDIO 1.4 TUTORIAL MAC
Pass the texture coordinates to the fragment shader. u,v are the x,y of texture coordinates, but called u,v to avoid confusion. Receive the input texture coordinates (u,v) of the vertices. Receive the input color (red, green, blue, alpha) of the vertices. Receive the input positions (x,y,z/depth) of the vertices. This will give a basic explanation of what each line does, but don't worry about the details just yet. I've gone through the default vertex and fragment shader, but I replaced the comments with my own.
HLSL 11 is compatible with Windows, UWP and Xbox One.Īlso supports MRTs which I will cover later.įor now, we will just use GLSL ES because it is fairly standard and can be used on all platform targets. GAME MAKER STUDIO 1.4 TUTORIAL MAC
GLSL is compatible with Mac and Ubuntu. GLSL ES is compatible with all platforms. If you right-click the shader in the resource tree, you have three options to choose from: I'll title mine "shd_passthrough" because this is going to be just another (simplified) passthrough shader. Right-click the shaders folder and select "Create Shader" or press ALT+A. GAME MAKER STUDIO 1.4 TUTORIAL CODE
Will perform slower since all vertices/pixels use the same code despite varying results. This means that any conditional effect (dependent on a specific area, time or any other variable) Shaders process all vertices simultaneously and then all the pixels. It also handles things such as alpha testing and fog/lights in 3D, but that is for another time. This passthrough shader outputs the texture with the draw color and alpha the way you're used to. When you don't apply any shader, GM uses a default "passthrough" shader.
It's used for most effects, including texture or color effects.
The fragment shader handles each fragment and pixel. It can be used to move vertices, change the colors and more. The vertex shader handles each vertex. GM supports two types of shaders: the vertex shader and fragment shader (sometimes called pixel shaders). Shaders are graphical programs run on your GPU that handle drawing of sprites, surfaces, vertex buffers, etc. Understanding this helps with shaders because these are the inputs the shaders have to work with. If you've used vertex buffers or draw_vertex_* functions you'll probably know that you can change the colors of individual verticesĪnd you can use this to create gradients and other effects. When you use draw_sprite_ext() it sets the color and alpha of all the vertices in the sprite. The whole texture page ranges from 0 to 1, while individual sprites lie within a smaller range. That means drawing a sprite is actually just drawing a part of a larger texture page: You canĪdditionally, you can assign sprites to specific texture pages in the settings or use the "Separate Texture Page" option to put one on its own texture page. In summary, a texture page takes trimmed-down sprites and fits as many as possible on a single page. Let's get started from the very beginning by looking at texture pages in GM.īefore we get to the shaders, I want to explain a bit about texture pages (also known as a texture atlas) and how draw_sprite() works in GM.įirst, when you run your game, all textures including, sprites, fonts, are placed on texture pages. To water reflections/refractions, shockwaves, wind, and much more! You can use them for anything from color effects like grayscale, sepia tone to blur effects, to lighting effects like normal maps, shadows They are perfect for enhancing any game's visuals. Shaders are used to produce all kinds of graphical and visual effects for 2D or 3D. GAME MAKER STUDIO 1.4 TUTORIAL FREE
If you are already familiar with the purpose and setup of shaders, then feel free to skip to the next tutorial. Make sure you have an understanding of coding in GML as I won't explain it here. This first tutorial covers the basics of shaders in GameMaker Studio. Throughout the tutorials, you will find highlighted text which contains additional information. They are designed to be comprehensive, yet concise which means you may not want to skip over anything unless suggested, or you'll miss something important! I avoid repeating myself wherever possible to keep these short. I advise taking your time when reading through them and take as many breaks as you need. These shader tutorials were carefully written with beginners and amateurs in mind, however, this can be a difficult topic.