- counting fragment calculation/frame
- GLSL design & glVertexAttribPointer question.
- Setting up matrixes
- Hardware Skinning Shader
- Only running a vertex shader
- Variable Problems about different version
- motion blur post effect shader in GLSL
- GLSL noise fail? Not necessarily!
- samplerBuffer example needed
- open glsl support?
- Problem with textureProj(......)
- How to manipulate the gl_array_buffer?
- Question on multipass rendering: Recalc or store?
- Problem about the matrix of Shadow Map
- a code snippet from arbvp1 to glsl,need help
- A texture conundrum
- Advanced materials
- Difference between GL_CLAMP and GL_CLAMP_TO_EDGE
- PBuffer Normal Color Depth Access
- Some misc. questions
- Lack of understading on fragment shader??
- Rolling back GLSL 3.30 shaders to 1.50
- Just a curiosity question about rasturization
- GLSL to GLSL ES translation
- TBO and Transform feedback project problem
- Convert Eye Coords to Window Coords in GLSL?
- how vertex shader operates on vertices?
- Material shader for OBJ loading
- texture2d and disabled texturing
- render to a luminance texture map
- How to get MCtoLightMatrix in RenderMonkey?
- Problem about textureProj
- mat4 array GLSL issues
- multitexture problem
- GLSL - cube shadows - projecting
- problem of Built-in variables
- use FBO-Texture in FBO
- Point light/spotlight attenuation in glsl 1.3+?
- why glVertexAttrib does not work?
- Bezier Control Points
- Does not have fragment shader extension?
- Compilation error during program fragment shader
- How to give value to in , out or uniform variables
- Problem of varying and in
- How to check the error caused by shader linker?
- RenderMonkey problem
- Shader Designer can not be launched
- how to transform from camera space into world spac
- How to sample texture to frame buffer?
- Problem with vertex normals! >_<
- Problem with gl_FragColor()
- Question of texture coordinates in shader
- glShadeModel and glLightModel with GLSL
- attribute in vertex shader
- post processing shader plus texture combiners
- Applying texture coordinates with shaders
- Shadow Map Problem
- Have problem to pass texture into shader.
- Adding values to FloatBuffer
- Sample regular texture, output to integer texture
- texture filtering problem
- So where's an example tessellation shader?
- How to bind the texture
- Problem with glsldevil
- tangente Normal problem in my shader
- Convert opengl to dll
- Geometry shader creation
- Basic Vertex Shader / Fragment Shader interaction
- varying struct?
- Is this a valid shader to draw with GL_LINES?
- need help converting from ASM to GLSL
- opengl es and multipass shader
- ATI helper tools for shaders
- Problem with 1dTexture as lookup table
- Shader not liking my matrices
- GLSL shaders for images
- A GLSL compiler problem?
- Store values in texture
- "varying in / out"
- inverse()
- GLSL UVW mapping
- Help with shaders
- Creating a uniform color LUT from a set of numbers
- problem with bit shifting
- Draw circle in shader
- integer vertex shader input varyings
- Tessellation shader: how to have NO inner level?
- Shader Example Using Texture Data Storage
- Is GL_EXTENSIONS working properly?
- Cannot assign to gl_Layer without complie error
- texture2D always returning (0,0,0,1)
- glsl beginner
- GLSL 3.30 vs 1.50
- Not Power Of Tow textures problem
- interpolating depth within fragment program
- Memory leak on shader delete and create.
- Assertion in brw_eu.h when setting uniform var
- Array layout in uniform block?
- Per fragment lighting shader problems...
- nvidia GLSL shader converting to AMD issues ?
- Do I need "materials"?
- hard problem or impossible ?
- glCreateShader include directory?
- Basic shader problem, ambience specifically..
- GLSL compile error ? [GSA not supporting...]
- Matrix Palette Index
- Array initialization
- Array size limit
- profile detection method
- GLSL on an intel 945gm
- Load GL_TEXTURE_CUBE_MAP
- Help for GL_TEXTURE_CUBE_MAP
- cannot get uniform location
- Optimize Lighting?
- performances float arrays VS float textures
- I canīt disable textures
- GLSL Error: parser finding no code.
- GLSL Parallax Mapping tutorial?
- GLSL ES 2 : data in & out
- GLSL variables (novice)
- Framebuffer, logical operation, bit setting
- Old graphics cards/fragment shaders
- cubemap reflection...again
- Fragment shader not working in OpenGL 2/GLSL 1.20
- OpenGL default shaders?
- NDC to Screenspace
- Basic Cubemapping
- bitwise AND in GLSL ES ?
- Problem with return/discard
- Normal texture
- Simple question about Reduction !
- Will fragment shaders work with glDrawPixels
- Multiple Shaders
- Urgent: Accessing Depth Texture FBO in GLSL
- converting float[9] to three vec3's
- GLSL struct packing / texture buffers
- The goal of refraction or ray tracing
- Check for invalid Sampler
- Using multiple Texture Buffer does not work
- Declaring vertex attribute as ivec4
- Color space conversion
- Geometry Shader: Max output vertices
- How does shaders' threads execute on GPU?
- Extensions and Linux on network
- Looking for a public shader code repository
- Extracting Y from GL_LUMINANCE
- A basic question!
- EXT_shader_image_load_store and "const" keyword
- GLSL geometry shaders and attributes
- Can't compile shader anymore
- gl_FragCoord.xy origin ?
- Pass/use additional data VBO in shader
- Pointer needed to sample GLSL code
- Model to Texture Problems
- Regarding a simple toon shader
- MRT fragment shader output
- Need help to change the width of a vertex shader
- Vertex lighting shader - black dot at rendering
- Mixing 2 normal maps
- Occlusion Queries, strange result
- Directional Light - Always pointing up?
- can't find glsl analog for hsls asint/asfloat
- Getting location of variable in shader
- Lookup Tables in GLSL
- Color Lookup Table questions..
- selfmade centroid gl_FragCoord
- How to load bmp files for texturing in C++
- stange behavior on my Quadro 6000
- spotlight direction flips
- shader with and without texture
- Sphere texture map in GLSL
- OpenGL 2.0 vs GL_ARB_vertex_program
- GL_ARB_shading_language_packing, GLSL 3.3
- Unexpected shader behaviour
- glsl Trouble when threaded (Win32)
- GS in GLSL 1.2 need help...
- Compute Shaders in OpenGL
- Point sprites get smaller when really close
- Depth buffer texture access
- Fairly GLSL newb here, question about "stamping".
- templates?
- FXAA and Fullscreen Triangles
- glGetUniformLocation returns -1
- Shader doesnt work
- FXAA with OpenGL ES 2.0
- Passing the arbitrary memory block to glsl
- An issue about uniform block access in GLSL
- Gaussian blur with varaible radius
- How to asynchronously transfer depth texture
- FShader gives different output on different phones
- Grayscale Shader: Combining color and texture
- glFog and OpenGL version >= 3.1
- Billboard geometry shader
- basic depth buffer confusions
- error C7565: assignment to varying in ...
- Geometry shader to handle quads
- Something wrong with space conversions
- shader conditionals
- Linux GLSL compiler - Nvidia driver
- GLSL version for layout qualifier
- Possible shader corruption
- textureLod + textureQueryLod == texture?
- When is depth written?
- GLSL Point light shader
- Help with creating sponge out of cube
- GPU supports v4.1 but not 1.3?
- MatCap Shader
- geometry shader for cycle problem
- Instanced Drawing
- Pseudo-perspective shader
- using a 3d texture slice as shader input
- Lighting model pre-defined uniforms?
- spaces in the shader
- gui shader
- new glsl need some basic simple help :)
- Run Length Encoding implementation on GPU?
- barrier() in tess control shaders
- geometry shaders and varying arrays
- Common subexpression elimination?
- GLSL manage multiple lights
- How costly is a sqrt in a fragment shader?
- SDL,OpenGL, GLEW Terminating with a status of 3?
- transfer function RGBA
- GLSL and discard? problem
- uniform structs with image buffers
- Complete GLSL grammar?
- per patch varyings : arrays vs vectors
- Please Help: Bump Mapping/ Multi-Texture Problem
- TExture access problem
- Silly ques. about GLSL texture function
- Texture coord mapping problem
- Accessing OpenGL state variables in Cg Problem
- Texture Format Problem
- Please help gl_fragcoord to world coordinates
- Textures and glsl
- Texture can not keep negative value?
- Odd issue with gl_InstanceID
- Accessing GL_DEPTH24_STENCIL8 framebuffer depth
- Using same Vertex shader
- Questions about outline fragment shader
- Sphere Mapping texture coordinate problem
- Some trick to see values in GLSL(debugging) ?
- GLSL compile error
- Object Rotation
- Multiple materials with one glDrawElements()
- glReadPixels after the shader?
- Marble Blast
- Render to texture Problem
- gl_VertexID in GLSL 120 on OSX?
- Why is texture() returning a float and not vec4?