- TextureLod
- GLSL and 3d engine
- spherical conversion vertex shader
- vtx. copy?
- Issues with sampler arrays and unrolling
- Geometry Shader error check?
- shader optimization
- version acrobatics
- problem with uniform int and for loop
- GLSL shaders gives black textures.
- Deffered shading on Iphone. Is it possible?
- Problem with TBO : multiple samplerBuffer
- Vertex shader interpolation is weird
- can for loops terminate with a uniform?
- fract() precison issue?
- Question about Orange Book
- Texture resolution issue ?
- Deferred shading: material ID
- glGetError return GL_INVALID_VALUE.
- Texture LOD calculation (useful for atlasing)
- Mac: read MSAA samples
- FBO - Render to Texture - Image Processing
- glGetShaderSource Fails?
- GLSL 1.4 questions
- Uniform arrays on ATI/AMD
- ATI problems with variable length for loops?
- glUniform1f() not working
- Reading Data From a Fragment Shader
- Collision detection: Need to port occlusion query!
- low precision result from texture interpolation
- Debugging shaders with glslDevil doesn't work
- glUniformARB(....), how many times?
- Retrieving eye-space position from depth buffer?
- segmentation error with glTexImage3D
- GLSL IDE for MacOS
- The best tutorial out there(deferred shading)
- Removing Deprecated Features
- opengl es 2 shader on Ipad
- GLSL skinning - weird bug with casting
- 3D Texture on glsl
- How to store 8 four bit values in 32 bits??
- access different texture units?
- Internal format of texture3D in GPU - Raycasting
- 5770 driver crash w/ atmos scattering demo
- Shader loading with multiple viewports
- shared info on a same triangle [gles2]?
- Shader performance/complexity problem.
- bitten by dynamic shader recompile?
- Texture3D deprecated?
- Problems with Nvidia GTX460
- bind texture map to depth buffer with gles 2
- Why does not gl_Color work?
- is gl_Normal averaged vector?
- Render ODE Objects With OpenGL ES 2.0
- Help with compiler error message
- Post Processing
- Testing shaders
- Any example of Volume Rendering
- varying float accuracy
- Shadow map problem using GLSL with Catalyst 10.7
- uniform block arrays, linking error
- any fetch function for non texture buffers?
- Something very basic I've overlooked.
- How to use a height map
- Help with shaders and textures
- Light artifacts
- Possible Memory Leak on ATI? (creation/deletion)
- segfault on compile...
- gl_FrontLightProduct[i].specular not working?
- GLSL shader texture , what is wrong with my code
- Lighting and normals not working correctly
- TyphoonLabs ShaderDesigner crashing on startup
- ERROR: 0:17:'f' : syntax error parse error
- dFdx dFdy textureGrad and texture
- Shaders organizing
- Simple Basic Question
- Samplers in uniform buffer objects
- Trade conditionals for switching shaders
- How query the names of members of a uniform block?
- Visualization of both Sides of a Plane
- Problem with shader tutorial
- Passing values vert => frag without interpolation?
- Work with textures
- Uniform blocks optimized out
- Mipmapping with integer texture
- array in attribute - possible?
- FBO copy as input texture
- Texture Buffer Object shared with Vertex Buffer Ob
- GLSL texture index
- Accessing primitive data in FS
- GLSL value halfed
- Resolution independant shading
- Uniform blocks
- getting integer value instead of 0-1
- fract() behaviour
- skin animation and no translate model
- array of integer in GLSL
- GLSL shadow mapping problem
- Redundant shader code
- Interpolation qualifiers in interface blocks
- Shaders and Textures
- glsl mat constructor (row majoror column major)
- Gradient from Simplex Noise?
- GLSL and framerate
- How To Draw Sphere With GLES2.0
- how to crash a GLSL shader?
- ShadowMapping GLSL and the inverse camera transf
- glsl dynamic reflection using FBO
- Trouble in applying integer texture
- Querying fragment data names
- Crash on glShaderSource?
- rendermonkey texture buffer format bug ?
- 2D Array of 2D image
- Keep textures parameters in GLSL?
- GLSL crash.....Limits reached????
- Velocity vector transformation in shaders
- color value in shader vertex attribute
- Blending in fragment shader
- mapping a lookup table to a image using shaders
- problem with glew
- shader that stores normal values in buffer
- Using glsl classes outside of shader files
- Uniform not "active" after explicit use
- combination of material and texture for each face
- branching in vertex shader
- Problems with simple Ortho Projection / Shader tes
- GLSL instructions
- NVidia Interface Block Bug?
- How could I set the camera viewpoint in GLES2..0
- Texture Coordinate Problem
- using GLSL 3.30 in OpenGL 4.x context
- Using texture matrices for other purposes?
- getting camera position relative to vertex
- No impliconversion between int literals and float?
- Lines to rectangles in Geometry Shader
- create triangle for each vertex in geometry shade
- Texture sampling by pixel index
- Projection and Geometry shaders
- multipurpose shader
- Point sprite glsl help - ATI issue
- texture2D refuses to sample 1-channel texture
- Getting XZ Coords in VS for Textur
- gl_TextureMatrix[0]
- Question about books
- Spotlight Problems
- Help with ray casting - near plane
- JVM won't die after shader compile
- GLT_ATTRIBUTE_COLOR was not declared in this scope
- Basic Question
- Glsl pixel rounding error?
- per-pixel spotlight problems
- Blend selected color components?
- different spotlight problem
- Vertex shader doesn't recognize some uniforms
- Vertex animation logistics and culling problems.
- Solved: Incorrect values while using out variables
- Correct alpha blending for generated Geometry
- dealing with 16 bit value
- simple Mandelbrot shader
- Floating point accuracy in GLSL
- Short question on shader variable indices
- Problem with trivial shader on Radeon
- Texture Mapping - LUT does not work
- Stipple code
- What's the HLSL equivalence of gl_VertexId?
- How to determine texture format?
- Projection Depth Problem
- Error validating shaders / can't send samplers
- Shaders and non-shader lighting
- Passing integer from vertex to fragment shader?
- #version preprocessor (OpenGL ES 2.0 and Core)
- Creating Impostor Quad with Geometry Shader
- GL_UNSIGNED_BYTE attributes
- GLSL noise removal
- Array indexing
- VBO/Point sprites/alpha
- texturematrix gluPerspective shader
- uniform arrays of structures?
- draw window text / unload shader?
- Simple Geometry Shader
- OpenGL Specification 4.0 and 4.1 error
- GLSL create and return a Normal map?
- GLSL 1.5 Geometry shader issue
- Equivalent of gl_LightSource[0].halfVector?
- Per sample A-Buffer using OpenGL 4.0+ ??
- Point sprites with sphere shader
- GLSL fragment/pixel shader to collaborate
- Shaders or VBOs for point clouds?
- Depth Render Problem
- Directional light shaders
- Deinterlace from one texture to another using GLS
- Geometry shader, point sprite to sphere
- Computing screen coordinates oddities
- Perspective correct interpolation of vertex attr.
- Shadow Mapping depth comparison issues
- reading back non-normalized vectors?
- Divide by zero
- Directional light problems
- Is it valid to emit less than max_verts from a GS?
- pass array into shader
- Nested functions, aborting!
- Real-time "Free Hand" shader edge effect?
- struct and interpolants
- Queries about my edge detection shader and RTT
- Array output from Fragment Shader ?
- Strange Shader Behaviour
- 32 bit value with glCopyTexSubImage2D
- Dynamic array of uniforms
- How to use texelFetch()?
- Shader Matrix Storage
- uintBitsToFloat conversion
- Newbie question
- IDL GLSL/Cuda/OpenCL Image Scale/Rotate/Translate?
- GLSL Render To FBO using MRT
- Texture2DMultisample: fetching samples in shader.
- Initializing multisample stencil buffer in glsl?
- A sampler problem
- Sliced images mapping a displacement mesh
- question about texelFetch
- Odd per pixel lighting effects
- glBindBufferBase error
- surface splatting using MRTs
- manage different kinds of lights
- gl_Position undef in ARB_separate_shader_objects?
- Gradient fill for text
- EXT_shader_image_load_store samples
- texelFetch problem
- world to pixel size in vertex shader
- User scripting on GPU at runtime: CUDA versus GLSL
- glGetActiveAttrib
- problem with passing matrix to glsl
- imageAtomicMin/Max not working?
- Geometry shader, color and Texture coords
- Skinning
- Strange problem using #define vs passing uniform
- Regarding GLSL not being supported.
- Possible to stitch 2 meshes in geometry shader?
- GLSL & "Out" qualifier question. Hopefully Easy.
- OpenGL Shading Problem
- Basic Shader Management
- Simple question
- gl_PointSize - point size based on screen height?
- Changing color using a shader
- Uniform Buffer Object question
- Ver 130 -> 140. Uniform & Transposition Question.
- How do I use Shaders correctly?
- Input Variables Question
- Trying to get rid from immediate mode
- Unknown Layout Specifier
- Multi-string shaders: compiler diagnostics wrong?