- assembly shading language
- Projective texturing
- Floating point textures and GLSL
- Self-cast shadowing with shaders
- How fast are current boards with GLSL?
- Nvidia GLSL: writing program assembly in Linux?
- glGetActiveUniformARB and sampler2DRect (nvidia)
- attribute arrays
- Uniform sharing, constants sharing
- Parsing RFX files etc.
- Old cards and GLSL
- Perlin noise implementation in GLSL
- Assigning Sampler*s
- cubic reflection map in glsl
- detail maps
- Looping in fragment programs
- texture scaling
- texture sampling : fragment shader
- Dumb texturing question
- Suppress GLSL Info Message
- Programability slower than fixed function?
- Simplex noise in GLSL
- shader file naming convention
- strange OGLSL problem with 66.93 NVIDIA's driver
- GLSL or CG ?
- 4D simplex noise
- cg lighting shader
- ATI x850 and texture indirections
- GLSL Spec clarification
- using built-in functions to initialize constants
- texture precision
- vert attributes
- multitexturing
- debuggin matrices in shader
- best Video Card?
- cannot locate suitable resource to bind parameter
- vert shader - no frag shader
- spotlight shaders
- converting a depth texture to world space
- once again: glsl/pbuffer issues
- Shading several objects
- Can't use uniform variable in fragment shader
- ATI, vertex shader, temporaries
- shader length vs speed
- CPU and memory usage of GLSL shader
- GLSL vertex program texture access
- eye coorinates in object space in GPU raycasting
- Can you try my engine?
- how to treat vertex shader in world-space?
- Unclamped values in float pbuffer with gforce fx 6600+
- gl_FragCoord
- About RenderMonkey
- Render to texture
- Bizarre bug?
- textures
- link error on 3Dlabs Realizm 100
- Can I give hints to the GLSL runtime compiler?
- PRoblem :)
- optimising per-pixel lighting shader
- ATI shader dev problems
- What is included?:
- Translating vertex shader
- [Req:] GLSL Parallax mapping tutorial
- 16samples via 4 tex lookups
- error in these forums
- reflection problem
- vertex shader textures?
- blending two images
- Normalization cubemap performance..
- Request: GLSL Shadow Mapping tutorial
- Shader going into software mode?
- Using rectangle texture under GLSL
- Getting the value of a GLSL program in a C++ program
- point sprite texture coordinates in fragment shader
- built-in variables doesn't work in fragment shader
- A problem about projective texture mapping when using unclamped float texture
- Displaying text without glut
- getting started -- drivers, libraries, and headers oh my...
- weird behaviour of function argument
- glsl array access index - ATI vs NVIDIA
- GLEW and GLSL -- linker errors
- querying resources
- Reading buffer values in fragment shader
- Copy depth buffer to texture [SOLVED]
- normalize
- shader in software and worse
- built-in noise functions
- Point Sprites distance attenuation problem GLSL
- on the subject of point sprites
- glsl and pn_triangles
- verftex/fragment shading + Mesa??
- Trouble with arrays
- OpenGL 2.0 too cutting edge?
- 6800 vs x800 vx Wildcat
- problems using glsl with c++
- Trying to decipher obscure nvidia error messages
- Looking for GLSL command line compiler. Please help.
- how to find out whats the current active glsl shader
- 3D Camera-Space Coordinates out of gl_FragCoord
- glCompileShaderARB Breakpoint under Linux
- fast math on a vectors components
- No Matrix-Vektor-Mult in Fragment-Shader with ATI on Linux
- Which Current Hardware supports OpenGL 2.0
- Need some answers!
- glUseProgramObjectARB strangeness
- Linux: GLSL Crashed
- Errors setting Uniform Vars
- reading the framebuffers depth
- GL_ARB.... extension compatibility (Resolved)
- OGLSL linking -> Exception during compilation
- Bitwise operations on GPUs
- Skinning on the GPU
- Fixed Functionality Pipeline Shader
- Using matrices to represent tangent space...
- ATI and uniform arrays
- Linux GLSL not Supported while Windows does ??
- Alpha test BEFORE fragment procesing
- samplerRECT ???
- Multiple Textures in GLSL
- Issues with ATI GLSL compiler/opengl drivers
- NV_render_texture_rectangle + gl_FragData[n]
- Vertex and Pixel shader freaking out, please help
- ATI bug, regarding with uniforms in FS
- Water interaction
- The most Simple shader, can't get it to link.
- Pixel-Coords of a vertex
- Linker error on Nividia + win32
- Render depth to texture in rendermonkey.
- Shader performance
- shaders - opposite side is dark
- Texture Access from Fragment Shader
- modular shaders
- Creating a window bigger than the screen resolution
- PerPixel Reflection troubles
- Which lights are enabled?
- built in uniforms?
- ARB_VERTEX/FRAGMENT_PROGRAM vs. GLSLANG
- Blending Shaded 3D textures
- multi pass
- rain drops using shaders
- laplacian...help....
- Does anyone knows where to find glsl shaders that realize shadow mapping^
- link error C9999
- Quantique vertex shader Oo
- ext_framebuffer_object crashing/support?
- shadow2DProj problem
- Stencil access from fragment shaders
- How to implement MRT ( Draw_buffers ) in NV3x.
- Implementing Lens (refracting glass..) in CG
- ERROR: texture_read
- relief texture mapping in fragment shader
- Shader: 2D and 3D arrays Question
- Shadows with GLSL.
- no vertex/fragment shader extensions on 9600XT under linux
- ARB and Cygwin
- Shader Programs and DC's
- Radeon shadow2DProj - bug
- Attribute and performance
- Shading+blending 3d texture
- suggestion
- samplers in vertex shaders not possible?
- How is ATI Catalyst implementation of Shading Language?
- GLSL and 3d studio max
- book recommendations
- Start on shader development
- 3D Texture Gradient computation on the fly
- Modelview and stuff as parameters. Do I loose anything?
- CPU vs. GPU on convolutions
- Saturation and Hue in GLSL
- glCompileShaderARB crashes
- custom radial disk fog and fog in general -- creative suggestions?
- Shader Validation problems on ATI X800XT
- Varrying arrays question and weird discard...
- Poor performance
- Mixing ARB shader, GLSL and maybe NV shader
- Shadow and shaders
- reflection mapping with spherical maps
- varying variable in vertex shader question
- Pointlight attenuation.
- Validation fails
- Float textures(16bits) in fragment shader
- Problem with Ati and GLSL
- Floating textures, help please...
- disable glsl nvidia extensions under linux
- Array of constants
- Making alternativ gl_ModelViewMatrix
- render to pbuffer with GLSL
- normal interpolation in rasterization
- Passing to fixed pipeline
- For loops in GLSL and REP Instruction
- Problem with my shadowMapping
- Passing RenderTexture to Cg
- problem with glsl on geforce 6800
- Schooled, but still trying to pass.
- Inverse model view matrix question
- about gl_Vertex to compute position...
- Reflection are specular highlights?
- reflect not the same on Nvidia and ATi ?
- Shading language
- GLSL RenderTexture
- glLinkProgramARB hangs
- A question on inverse matrix
- Vertex Textures
- GL_FLOAT texture clamped to {0,1}
- GL_ATI_fragment_shader instead of GL_EXT_fragment_shader
- Fragment Shader about the range of gl_TexCoord[0].st
- making gl_ModelViewMatrix
- gl_ModelViewMatrixInverse matrix bug
- Problems with gl_ClipVertex
- loading glsl programs faster
- Metals in glsl and evironment mapping
- OpenGL 2.0 drivers
- accessing texture in vertex shader
- Access single bit of a texture...
- Shader with Rendermonkey 1.6 and ATI X800
- Instruction number overflow...
- Multipassing
- FBO and multitexturing
- V/P-S3.0, etc
- Tangent calculation
- is it running in software mode?
- glitches using fract
- Halfvector
- Position of the camera?
- Lightparameter via uniforms
- noise texture
- test application for ATI cards. Bug reproduced
- ask about Phong shading using GLSL
- Accessing texturing states...
- vertex shader without fragment shader
- Uniform problem in Shader Designer
- How Can create a depth texture with FBO , please help me?
- what happen if i use dynamic branching on radeon ?
- Pass informations from vertex to fragment shader
- Problems with a new shader
- how get the camera coordinates in my fragment shader ?
- problem with specular lighting ?(not resolved) heeeeeeeeeeeeeeelp !
- GLSL shaders and multiple rendering contexts
- Poor glsl performance
- Merging of texture based on color value using shader programme
- Would you use shader debugging if it was available?
- Cg ridiculousity
- tex2Dlod
- Multiple lights in pixel shader (2+) and runing out of registers
- Sorry, again Multitexturing
- Lookup buffer value in fragment shader
- ATI slowdown when only using custom vertex attributes
- Superbuffers ETA?
- Couple GLSL questions.
- ModelMagic3D Pre-Release Test Request