- glGetActiveUniform strange type values...
- skinning: temporary registers exceeded...
- Conformative hardware
- shader modularity on 4.5 ATI Drivers?
- the MAD instruction
- VBO's and tangent vector?
- finding out which mipmap is being used
- Generic Vertex Attributes and Conventional vertex attributes
- Determining Active Attributes/State
- Vertex Attribute problems
- newbie newbie............
- General ARBvp1.0 and ARBfp1.0 questions
- variable controlled for loops
- shaders and ReadPixels
- Why does OGLSL not work on my card?
- sampler2DRect & ATI
- problems with assignment operator being used inside conditionals (nVidia driver)
- Is VertexAttribPointer faster than VertexAttrib
- Newbie - VertexShader only effects
- GLSL s/w compiler source
- multi pass
- Nvidia loop unrolling behavior
- GLSL vs fragment- and vertex program
- Could anybody explain dFdx and dFdy for me?
- OrangeBook Example Textures
- world coordinates in a vertex program
- shader demo
- Ashli API
- gl_SecondaryColor Bug on ATI
- gl_ClipVertex binding in vertex program
- Where I Get OpenGL library souce code?
- flur/hair shader
- Shaders extensions
- deferred shading with GLSL
- unstructured data as 2d/3d textures
- Geforce FX help
- strange behaviour of reflections&refractions in OGLSL
- Deffered shadows!
- hmm...it isn't reading materials
- HOW do I Initilize vertex shader?
- get depth value from a texture
- Opengl 1.5 support this ???
- two sided light model
- GSLANG 1.1 compliance of catalyst 4.7?
- seamless volume rendering of 3D texture based octree
- NV40 GLSL support
- texCoord and perPixelLighting
- unproject gl_FragCoord
- GLSL and RenderMonkey
- proper Per Fragment Lighting - need help
- nvidia bug with conventional attributes and uniforms
- Full screen pixel shaders
- Shading Language header files for OS X
- Shading Language header files for OS X
- Is the if-statement particularly slow ?
- efficiency of separate shaders
- Position of neighbour fragments
- procedural texturing in OGLSL
- Missing extensions on Radeon 9000...
- Shaders not supported
- Does Nvidia support "for" loops yet?
- Deleting program/shader objects
- Raytracing with GLSL
- gl_TextureMatrix on NV
- clipping planes
- rendermonkey 1.5
- NVidia: Bug with texture2DProj and shadow2DProj?
- "The GLSL vertex shader will run in software"
- slang versions issues
- Shader for water surface
- OpenGL Slang Support
- Code for inverting a mat4
- ATI bug: invalid driver binding of generic vertex attributes to attribute slots?
- just vertex shaders
- Accessng neighbouring pixels in OpenGL SL
- Light position
- Limited number of varying?
- gl_TextureMatrix[] bug on ATI
- Texture projection with GLSLang
- preshaders/uniform virtualization
- Arrgh. nVidia specific 'for' loops - yet again
- Referencing uniform arrays of structs
- SMOOTH-SHADING and Normal Vectors
- Help! Working shader example plz!
- Indexing arrays in loops
- Access multitexture in fragment shader
- how to compile opengl shading language ???
- functions that return
- static for loops on Cat 4.7 don't work?
- OpenGL64.dll?
- Invalid vertex program header
- newbie question - how to link program
- WoodShader
- HLSL -> GLSLang guide?
- GLSL support
- shading, shading what is shading
- ATI, MRT and shading language
- Texture access in vertex programs
- Vertex / pixel shader development: frustrating
- Problem with Cube Mapping in GLSL
- newbie question: Cg vs glslang?
- NV40 and vertex textures
- detach program object
- bug in glPushAttrib(GL_CURRENT_BIT) with vertex shader ?
- Little OT: Loading shader source from file "pre-mature eof"
- problem using uniform arrays on ATI
- compile shader glsl
- Shader Designer bug?
- just vertex shaders part 2
- OT: The gameversity shaders class
- Compilation Status
- pbuffer + shader
- Fragment shaders and gl_FrontMaterial
- GLSL multitexturing problem with NVidia FX
- Disabling GLSL
- gl_LightSource[i]
- gl_FragDepth problem
- why more than a shader?
- OpenGL Shading language books. Any recommendations?
- matrix * vector or vector * matrix
- Multipass a vertex shader
- GLSL woes
- New ATI Drivers, GL_FOG slowdown
- ATI Mobility Radeon 9600 Pro Turbo
- array access in vertex and fragment programs
- Vertex Buffer Attributes
- few questions
- How can I figure out whether a uniform belongs to a vertex or fragment shader?
- X800 versus GF6800 (and side question of noiseX())
- would like some explanation on existing shader
- SM3 vs GLSL
- shader and pbuffers
- Why need to have one vertex and one frag shader?
- projection texture messed up
- projection textures
- Multiple sampler2DShadow reads problem - help
- once and for all: correct lighting with tangent space and moving camera
- texture access from vertex shader??
- Big troubles with Fragment Shader
- push and pop attributes and shader
- Fog
- projective texture shader
- VBO & GLSL anomalies
- Setting vertex/fragment programs seperately
- Cost of glUseProgramObjectARB
- best method of supplying the shaders with data
- GLSL drives me insane!
- which graphics cards support GLSL
- Deleting Program and Shader Objects
- gl_FrontLightModelProduct value not right?
- gl_NormalMatrix
- tests i can use before fragment program
- GLSL error ..???
- Window interface for SLANG?
- max of texture access
- Uniform array offset (ATI bug?)
- unknown builtin parameter
- How can I start with GLSL
- Pi = 3.1415926
- GLSL and ATI mobility cards....
- gl_ModelViewMatrixInverse
- Lighting with projected textures?
- Nvidia Compiler "Optimization" : running out of temporaries !
- lookups on incomplete textures
- texture2D and Mipmaps in Vertex Shader
- Normalization Cube Maps
- texture storage
- finding notebooks support GLSL
- Soft Shadow
- Setting uniforms
- result.depth & gl_FragDepth
- About Running in software mode
- invalid enumerant?
- gl_FragCoord
- GL_ARB_shading_language_110
- Is it possible with 9200SE extensions?
- How do you guys load the source into a char*?
- eye position in world coordinates
- is there a way to actually discard fragments computation ?
- I Need a PPL Phong Bump mapping shader
- gl_NormalMatrix inside fragment shader ?
- NVIDIA 61.77 with GF6800 reads from wrong sampler2D?
- Hardware noise() support?
- Success run demo code:glsldemo2_4.exe?
- GLSL syntax highlighting for UltraEdit
- OpenGL fog and shaders
- Killing pixels without alpha or stencil in GLSL fp
- Surface curvature in fragment shader
- GLSL Parser Test
- glext.h with OpenGL 2.0 prototypes
- GLSL and SM3.0
- GLSL Compiler
- Doom 3 lighting shader
- PCF Shoft Shadow with glsl
- GetShaderiv & glext.h
- available number of temporary registers exceeded
- GLSL and RenderMonkey
- Can I learn glsl on an old card that don't support OpenGL 2.0
- GLSL and MRT?
- how to get more infos about glError?
- creating an ubershader
- Why is there no gl_Texture[n]?
- GLSL Arrays?
- Vertex skinning problem
- why does my object disappear?
- gl_LightSource[i] and catalyst 4.10
- glTexEnv ?
- About using shaders
- Info Log help?
- experiences with glsl and pbuffers on ATI?
- Unbinding or directly binding a new shader
- Fast shader switching
- compiler warnings
- multiplication question
- Fragment Shader and glCopyPixels
- Graphics gards that support GLSL
- GLSL Attributes: tangent and binormal
- Display Warnings
- glTexGen - no Texture Coordinate!
- question about precision in frag shader
- Accessing Alpha of an RGB texture
- Dynamic branching in FP's
- sampler2DShadow
- shader used to contour data?
- wireframe shader
- 6800 GT question.
- using precompiled shaders?
- New 16 and 32 bit float textures and speed
- problem with samplers (nvidia 61.77)
- Salvation(tm) GLSL design tool available for download
- Small Normalization Cubemap improvement
- Efficient construction of submatrices?
- gl_LightSource[0].position not updated?
- Shader talk
- texturing
- shadow2DRect
- GLSL problems with catalyst >= 4.8 , shader designer , and pbuffers?
- vertex_shader vs. vertex_program
- built-in Uniforms
- Bilinear filtering in fragment program using GLSL
- Dependent texture reads and nVidia
- Determining if sampler2D is valid
- Using the same handle for vertex and fragment programs
- Hardware Pipe question
- vertex attributes + VBO's
- Spotlights
- Setting uniforms: Nvidia bug/feature, or general problem?
- pBuffers and GLSL, continued
- matrix multiplication without effect
- conditional returns