View Full Version : OpenGL Shading Language
- Environment Mapping Issues - glDrawElements INVALID OPERATION
- what is the expected result for unsigned texture having isampler2D in shaders?
- #extension mechanism, query if extension is available?
- Uniform array names
- Shader problem
- QuickShader Beta - effects/shaders editor tool
- ATI card and gl_InstanceID problem
- GLSL questions
- Having Many Lights Calculated in one Shader
- Model turns all black in shader
- Slice rotation plan problem
- is it possible to update my glsl version?
- Specular shines through object
- Behavior of a non enabled vertex attribute.
- A problem about if-else in for-loop
- VSM issues
- using gl_InstanceID weird issue
- Behaviour of binding vertex attributes to shader variables
- Tessellation Confusion - gl_PrimitiveID
- Questions about geometry shader performances
- cube map shader texture binding
- Extracting a value from a fragment shader
- uniform struct array
- opengl origin....
- Texture not animating only shows black model
- Shader error and Identity Matrix
- scrolling normal maps to scrolling bump map
- GLSL function execution time estimation
- Spec. clarification: gl_VertexID, is the generation by glDrawElements optional?
- Shadow mapping with multiple shadows
- Problem of environment mapping
- Beginner: Implementing both colours and textures in fragment shader (for picking)
- Double precision: Extensions for trigonometry and transcendental functions?
- image2DArray :only first layer work
- Shader Performance
- write data to arbitrary position
- GL ES: Fragment shader optimization
- World space camera position and view direction in an outline shader
- Relative Positioning
- Any GLSL pre-processor that can help reuse my code?
- texelFetch & GL_REPEAT
- uniform array length (OpenGL ES GLSL 1.00)
- Tessellation Trouble
- trouble calculating 'flat' normal
- Problem with 'edge' of hill and fog
- #version syntax will not work on Visual Studio C++
- Shader and barycentric coordinates
- getting the normal with dFdx and dFdy
- Problem understanding texture reduction in shader based 2D soft shadows technique
- Implementing a 2-element orded list in an image buffer
- how to pass variables through vertex shader, geometry shader and fragment shader?
- GL_TRIANGLE_STRIP to GL_PATCHES (as input of tesselator control shader)
- unbound sampler declaration andd GLSL shader code
- gl_FragDeph not written to, but unexpected layout(early_fragment_tests) behavior
- Performance of GLSL?
- fp64 (double-precision) ULP errors?
- Shader Program size limit
- Calculate vertex norm with compute shader
- How to draw multiple objects.
- Do GLSL subroutines cause any performance overhead?
- Uniform Buffer Objects, dynamic sized arrays and lights
- GLSL: The return to fixed functinoality
- GL_ARB_explicit_uniform_location inactive errors
- GLSL corrupting image2d when exporting mat4 array assigned using a for loop
- GLSL Shading Language for my opengl 3.1 any?
- noise1() only returns 0 in compute shader (GLSL version 4.3)
- imageStore stops working after a number of compute shader invocations.
- Fragment shader - terrain brush, circle
- Can't initialize an array with a single element???
- Interpolation qualifiers in interface blocks
- TWO small questions.
- Touching Objects
- Compute Shaders, current support by companies
- Does fragment shader only ouput normalized values?
- Which Spec to Use ?
- uniform,attribute type error ?
- Kepler GK110 - using atomicMin64 from GLSL?
- Shader problem when switching computer
- Image load/store mutex problem
- imageAtomicMin(), memoryBarrier() and coherent uniform qualifier
- Cubemap shadowmap lookup
- Cube and shadow multisample textures
- load shader file from assets on android using AssetManager ?
- "Stretching" shadow z coordinate to make the most of non-linear depth buffer?
- Using existing tools based on .asm (DirectX) for OGL for work load characterisation
- texture to texture array
- pow(x, 2) different then x*x?
- Optimising and versions of shader
- Downloadable GLSL documentation?
- fixing minecraft glsl shader
- Detecting changing uniforms in shader
- Color conversion and fetching buffer from shader.
- GLSL pads int arrays to 16 bytes, taking 4 times local memory
- What is source-string-number ?
- Heat map visualization shader help please
- Signed int addressing of image units limits to 2gb
- Updating output variables
- Finding the GLSL image unit layout information from the application
- Function texture2DArray always requires to enable GL_EXT_texture_array
- selectively writing to buffers
- OpenGL fragment shader not working on core i5 laptop on windows7
- rasterization and fragment coordinates for lines
- Android OpenGL es 2.0 specular light
- OpenGL Error #132
- EmitVertex in Subroutines
- Etching shader
- segmentation-fault in glCreateShader(GL_VERTEX_SHADER) ...
- error C5060: out can't be used with non-varying color
- What is the right way to send an array of bone matrices to the vertex shader?
- Loading shader firom file: GL_error 'illigal counting'
- * operator for vector-matrix multiplication
- Calculate GLSL shader cost
- Dynamically create and access multiple (Buffer)Objects in shader
- In OpenGL2.0 Very basic shader for beginners
- Trouble with shader
- Trying to get a cryptography shader working
- GLSL float/vec3/vec4 array max size = GL_MAX_VERTEX_UNIFORM_VECTORS?
- Blending 4 textures with splat map (WebGL)
- Storing vector list to be accessed in shader
- OpenGL 4, problems following opengl.org tutorial (Parallax)
- Intermittent shader compile error with unhelpful info log
- Understanding light positions and storing to eye space coordinates
- Do GLSL structures any performance overhead?
- Specular highlight movement
- Suitable shader for 3D face models
- Weird texturing behaviour
- GLSL simple question
- Translating a light's "screen coordinate" in the fragment shader
- Problem with fragment shader code
- GLSL fragment texturing with instancing
- Error C5025: lvalue in assignment too complex
- Disappointed with GLSlang/GLSLValidate
- Difficult issue - depth texture and color texture in fragment shader
- Simple GLSL Shaders Not Working
- Suggestion for next glsl: float2integer convertion with defined rounding behavoir
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