- Setting an attt/unif that doesn´t exist
- Get World Position from Texture Coordinate
- texture sampling artifacts and floor()
- Picking after Vertex Shader has changed vertex
- previous pixel values in the fragment shader
- Looking for expert reviewers
- modelview matrix pairing
- Shadow Mapping issue
- Performance questions
- Mipmap and GLSL question
- shadow2DRect problem
- Binding buffer objects, to treat as a uniform.
- too much out variables?
- Depth Comparison Problem
- Samplers of different types use the same textur ..
- Is it possible to get texture Integer Coordinate?
- Can you dynamic GLSL uniform arrays
- Affine-looking texture mapping on intel card?
- ATI mobility 5650 compatibility with GLSL 1.2
- Depth Texture Problem
- How are dFdx and dFdy functions implemented
- Is there any shadow map tutorial using shader?
- Particle effect positioned with a projectionmatrix
- Bad scope in ConvertLocalReferences()
- Raycasting problem
- Different Results on GLSL SandBox and PC
- Rendering Vector Features Approach
- imageStore and gl_FragColor - weird behaviour
- GLSL shaders to create a zoom
- VBO/VAO + Triangle-Specific Textures?
- Const data from vertex shader to fragment shader
- Question Regarding VBO/VAO and Attributes
- Deal with GLSL versions. Need some of experiences.
- Nvidia Extension Shader Buffer Load
- writing to FBO at multiple coords possible?
- spotLight
- Difference(s) between texelFetch and imageLoad ?
- ARB_shading_language_include
- faking GL_POLYGON_SMOOTH in a fragment shader
- it doesn't work when changed attrib location,why?
- So slow
- Passing arrays to shader
- Pass multiple texture coordinates to my shader
- cannot apply effects on video feed
- refract background
- Strange link error when using samplerCube
- creating falloff
- why does SwapBuffers take up so much cpu time?
- Why does glUniform1d exist?
- compiling error of texture3D
- GLSL performance with Nvidia SLI
- Shaders and VBO
- int vertex doesn't work
- handle both FLOATand INT in the same shader ?
- Uniform Buffer Objects and std140 question
- Computing Fragment Coordinate in vertex shader
- Cascaded shadow map bug between splits
- Colours in GLSL
- Trouble with "Varying" in GLSL ES
- out/in mat4 array does not work
- lifetime of glTransformFeedbackVaryings
- Help with Link error
- Transform Feedback (GL 3.0) questions
- How do I get/restore the current shader
- modified radial blur shader question
- Sending data to the shader
- Custom Bilinear filtering w textureGather problem
- Bad time performance of glGetQueryObjectiv?
- Shader debugging: problems passing vertex normals
- Help understanding glSampleID
- Best Practices for Multiple Shaders
- how to use the uniform block array?
- Unused uniforms, vertex attributes and samplers
- Setting uniform values
- trying to do texture mapping in GLSL 150
- Tessellation Shaders specification discussion
- ray casting uniformly
- Using Shaders with .obj files
- Mixing normal mapping and optic effects
- Fragment output
- Enabling and disabling vertex attribute arrays
- glTransformFeedbackVaryings vs layout(stream = 0)
- Meaning of “bindable uniform vec4 vertices[%d];”
- Texture 2D
- Rendering simple shapes without passing vertices?
- GLSL Shader Profiling?
- paletted textures and bilinear filtering?
- bit wise operation giving link error
- Switching FBOs or Attachments Slow
- Uniform Buffer Object layout binding
- Problem using Image Load Store EXT
- OpenGL shader - Missing pixels
- OpenGL does not allow 'mediump' after 'inout'
- diffuse shader problem
- How to avoid BlueScreens on Windows and GLSL bugs?
- GLSL while (someFunction) ... infinite loop
- slow local arrays in GLSL
- Calculating Specular and GLFlat/Smooth
- using the new "invocation count" feature in geometry shaders
- Mipmap level calculation using dFdx/dFdy
- Using textureGrad with cube map
- Can uniform blocks get removed by GLSL compiler?
- Difference between vertex and fragment shader ?
- Can't make texture works
- Automatically identify color source
- really simple rgb shader
- Bevel effect in Fragment shader
- Forward Declaration of Scoped Variables (Uniform Buffer Objects)
- texelFetch() ...but with interpolation?
- Thoughts on using varyings vs. not using them
- Parameter storage in fragment shader
- multipass blending wireframe artifact
- Performance: alternative for if ( ... ) { }
- Alternatives to mix( vec4, vec4, bvec4 ) in openGL ES
- Rendering a 3D graphic
- Fragment shader output range: Can fragment shader output be out [0.0, 1.0]?
- Passing arrays per vertex to shader
- Content of a depth texture
- Opengl shadering performance
- GPU vertex modification - R2VB?
- Multiple functions in shader program
- PN-AEN Triangles GLSL
- Problem with uniform blocks
- Light source on random position in the world
- wipe effect
- Noise Algorithm Problem (GLES)
- Determine primitive id
- detecting if a gl_LightSource is disabled in compatibility profile
- Can shaders be used here?
- Texture lookup with dynamic loop in fragment shader not working
- Multiple writes to gl_FragColor within main
- Seam issue with environmental map shader
- Distorted coordinate system
- How to Make Cool Effects with GLSL?
- Alising artifact on cutoff image
- Can I extract the hex value from a sampler2D?
- Shadow mapping - Multiple lights problem
- can textureBufferObjects be flattened?
- Simple blending shader using image load/store produces false results
- texture buffer shader fails to compile
- How to create fog using Open GL ES 2.0 or WebGL?
- Access mipmap level in fragment shader [OpenGL ES 2.0]
- Prefix for variables [core]
- Definition of MAX_VERTEX_UNIFORM_VECTORS with respect to Mat4s?
- Odd Results with the MESA drivers and gl_Vertex
- Names of `out` variables in a fragment shader
- GLSL Volume Rendering, with Ray Casting
- Problems with passing FBO texture to GLSL shader. Please help
- why work is the group size specified inside the shader (local_size_x)?
- [compute shader] efficient way to fetch values from generic buffer object
- Nested loop issue
- Shader Designer
- GLSL software shader compiles, but will not render
- Binary shaders support in OpenGL
- Pixel Position world space
- GLSL Setup
- Meaning of texture coordinates in "texture2D"
- Use of discard and return
- Uniform names
- Color Interpolation
- Drastic performance drop with random index
- 2D lightning from multiple point sources on GLSL ES 2.0 in iPhone
- Meaning of geometry shader input primitive when using tessellation shaders
- To Get a basic idea of parallel processing work on fragment shader and GPU memomry
- gl_FragCoord and texture2DRect
- Frag Shader vs BlendFunc
- Compute fragment's ray direction (world's coordinates)
- uniform float doesn't work
- Plana YUV -> RGB using GLSL
- Cg shader crash at runtime, maximum instructions reached?
- why are there only single channel atomics?
- glShadeModel is depreciated. So, how, exactly, do we do flat shading now?
- layout qualifier with ivec4
- Accepted practice for VBO's
- How does this simple fragment shader function work?
- GLSL and nVidia issue
- Transform Feedback with Delphi and nVidia CG
- Atomic access to Shader Storage Buffers fails linking
- uniform sizes
- Strange problem in GLSL while assigning attribute to a varying in vertex shader
- Texturing disappearing after applying shader
- Reinterpet bits cast float->int in GLSL
- Problem with multi-texturing
- Fragment position
- Problems simulating 3D volume with 2D textures + ray casting
- Send a texture buffer to a shader
- strange problems with billboard shader (Geometry shader)
- Multiple shaders and execution sequence...
- gl_LightSource[i].halfVector not working on Intel HD3000
- Line thickness
- If command not working in the fragment shader
- Deferred shader for depth, normals, and position
- Noob question about uniform arrays, how to fill them?
- Problem with boolean expressions
- Textured Cube - a newbie question
- Texture doesn't appear properly
- How to include GLSL code in a release product
- Geometry shader output streams (for binning instances)
- GLSL Matrices
- Problem with light position
- Simple Question about Squeezing Textures
- Implementing silhouette extraction with tessellation
- Copying all data from interface blocks
- Fragment shader for game tile engine (tilemap) smooth scrolling/per-pixel offset fail
- glsl bilinear and artifact on same scale
- Cube Map Sampling
- changing vertex location in vertex shader
- Flickering artefacts - coloured squares
- Ask for examples of the orange book "OpenGL Shading Language"
- std::vector in GLSL?
- mat4 assignment multiplication failing.
- Texture Matrix for Cube Maps
- Simplest direct sample shader find nothing wrong but no effect
- Gl_NormalMatrix replacement in shaders
- Rotating an object in Opengl ES2.0
- setting alpha to 0 but still see objects?
- why are my objects translucent?
- About the usage of glUniform{2|3|4}iv.
- Block/struct scoping for varyings
- How to get wireframe display of a mesh using GLSL?
- atomicCompSwap
- Using OpenMP for 3D rendering
- Modifying Hue value with GLSL
- Issue about accessing array element of uniform block (AMD glsl compiler)
- Dynamic subrountines vs switch/if
- Simple shading problem
- using spinlock to control image read/writes
- Compatibility state
- Basic GLSL problems - garbled sprite textures on Intel HD Graphics
- AMD card that supports multisampled images
- Traditional OpenGL vs GLSL vs CG
- Sampling float from texture(rect)
- Can I use the costomized rasterization algorithm by GLSL?
- Initial lag with shaders?
- Get errors about redefinition (OpenGL 4.0 Shading Language Cookbook)
- sampler specific LOD failure
- conditionals in shaders
- textureGather sampling artifacts.
- when is the indices of vertices determined to be used in gl_VertexID
- rays from camera to fragment in eye space
- PCF technical error (shadow map)
- GLSL: glGetShaderiv problem
- GL_BYTE vertex attribute giving wrong data
- Fragment Shader not compiling on NVidia (it does on ATI)
- Matrix multiplication affect textures coordinates in Geometry Shader, too much code ?
- Fragment shader for unsigned integer textures
- arb_fragment_program_shadow and AMD
- Running a compute shader with a large array makes other shaders with arrays faster.
- Layout specification in GLSL
- Distinction between (default UB) uniform locations and uniform indices