- acessing texture units without naming them
- Non-interpolated varyings?
- Multiple Draw Buffers
- GLSL shader embedded in C++
- URGENT!!!!! OPENGL TEXTURE HELP!!!!!!!!
- Bump Mapping Trouble
- shader goes slow!
- terrain rendering
- problem with per fragment lighting
- Uniform variables not listed when glGetActiveUniform is called
- forceware 8x.xx glsl linking problems...
- Chroma key
- detecting a software fallback
- One shader that does everything or multiple shaders?
- Switching GLSL vertex shaders -- REALLY slow?
- IF statement causes FPS drop!
- Virtual shader functions
- Instruction count in GLSL
- Vector texture maps: demo and article
- GLSL Shader Editor / Studio
- Help implementing tone mapping.
- Basic vertex shader
- is it possible of making HDR on a x700 or x800 graphic card
- Passing data from pixel to pixel
- glBindAttribLocationARB on NVIDIA - double trouble
- glDetachObjectARB on ATI - affects link state !!!
- Porting (!?!) GLSL shader from GeForce to Radeon
- Syntax validator says it's ok
- Performance : sqrt vs acos vs multiplies
- vertex textures and glsl
- GLSL equivalents of C/C++ math functions.
- read depth buffer value from sampler2DShadow
- Object Space Normalization?
- New shader functions
- Specify Normal Vectors
- headlight problem of volume rendering
- textureCube lookup problem
- VertexAttribs with matrices
- MFC and OpenGLSL
- ERROR: Missing GL version
- looking up in all the texture
- Loss of precision
- State access
- compile error points to a bracket
- Problem using glUniform1iARB to set texture in GLSL?
- varying bug associated with newer Forceware
- Bump Mapping - tangent space question
- Error with NVIDIA ForceWare 84.21
- dynamic indexing in arrays ?¿ is it possible?
- Expected instruction cost of a function call?
- Accessing normal and float textures from fragment shader...
- comparing two textures in gpu
- OpenGL technical wiki is available
- Can I modified the Texture Data??
- where to find texture formats supported by opengl ?
- Referencing arrays in Fragment Programs
- collision detection using shaders
- GLSL capabilities compared?
- using mipmap textures in glsl
- HDR with SM2.0 hardware?
- Ray tracing in GLSL for self shadowing
- Bizare inconsistency problem
- need to pick a GPU...
- Indecent request: help converting cg to glsl
- Common function mod()
- Bug in Vertex Shader (NVIDIA)?
- VBO + octree + shaders ?
- glGetActiveUniform "index" & glUniform "location"
- GLSL texture2D with derivatives
- fract( XX ) not acceptable in vertex shader
- A Demo - Post Process Depth Discontinuity Edge AA
- how to transfer parameter between different fragment shader?
- Error: GL 1.1 and up are not supported
- Detecting SM2.0 / SM3.0 support.
- Render to texture: difference between ATI and nVidia?
- gl_BackColor bug
- Fragment Shader Optimization
- "warning C7506: OpenGL does not define the global variable gl_FragDepth"
- Multitexture Problem!
- lookup table problem...
- Read Near/Far Clip plane in shader
- how to show silhouette using GLSL
- Query number of outputs in GLSL frag shader?
- need help, cgGLIsProfileSupported() always returns false
- Differences between GLSL 1.00 and 1.10
- Floating point texture problems
- Cannot start cg program in a dll file,can anyone help me?
- "texRECT" replace function in GLSL?
- GLSL Flashlight
- shadow mapping first try
- GLSL dynamic looping?
- lighting too light
- Poor performance using GLSL
- Max uniform components bug (Fixed)
- Positional light help
- exp2 Fog and direction in GLSL
- GLSL crash in ATI 9550
- Passing Multiple Textures from OpenGL to GLSL shader
- Useful depth texture reads.
- Severe problems with glsl...
- glColorTable
- dinamic gaussian kernel
- How do I get a fragments x,y,z in world coordinates in the fragment shader?
- How to use glColorTable ?(attach code)
- Floating point texture weirdness.
- Texture Creation
- Texture Coordinate Sanity Check...
- Fast Volume Rendering
- gl_FragCoord.z question(s)
- are const variables optimized?
- Rotation with Quaternion
- Packing half floats
- Volume Rendering about empty space skip!
- GLSL Guide Book
- Does Fast Volume Rendering have the third way?
- How to Update GL Version from 1.4 to 2.0?
- OPTIMAL DISPLAY OF A LARGE 32 BYTE FLOAT TEXTURE
- Programatically Baking Textures
- 1D Textrue
- How to use Blend in shader?
- List of Capabilities of Cg Profiles with OpenGL
- Finally, I got it
- How to clean up
- Discard and MipMaps
- Trouble implementing RenderMonkey's ocean shader
- How to use many 3D textures in dynamic mode in shader?
- Deferred Shading Relief Mapping?
- Bump Mapping Techniques
- Sending *pointer to GLSL?
- per pixel fog
- Multiple Lights
- Normal Mapping and Camera Orientation
- no GL_EXT_Texture_env_dot3 support error
- I must be massively misunderstanding it!
- Curved Relief Mapping
- gl_Vertex and gl_Position not accessable?
- gl_FragCoord.z issue
- CG 2 GLSL
- Rendering semi transparent
- CG rather than raw GLSL
- Volume Brick's Boundaries Problem
- Flow Control : Using Single Shader HELP
- Shadow Map Generation
- Overlap with algorithm, better way for Bricks
- GLSL and nvidia 91.31 driver
- Weird problem combining multiple textures
- Planet's Atmosphere Shader ( GLSL [,Cg] )
- About large volume render ---Bricking
- Max length of uniform/attribute name
- glPush/PopName and GLSL
- Rendering malfunction using FBO TextureRendering in ATI cards
- nVidia glsl compilation bug
- glCreateProgramObjectARB crashes delphi app
- GLSL and ATI Linux driver
- Export values from Fragmentshader to Vertexshader/Mainprogram
- Using Shaders in VC project
- optimalization by textureCube instead of normalize
- Problems accessing depth textures (ATI only)
- GLSLValidate
- Multitexturing problem - Help me please!
- problem rendering floating-point textures
- How to use FBO with COLOR_ATTACHMENT of different dimensions
- How to put background img w/o shader inteference
- WMV shader?
- parallax mapping bug (screens & code imcluded)
- non-square matrices product ?
- dot product, matrix mult
- custom attributes vs. built in alternatives
- vec4 = mat4 + vec4
- attenuation-independent light intensity
- getting color inside fragment shader
- Instance shaders?
- Skinned mesh?
- The mystical teapot (beginner question)
- Latest Nvidia Driver bug!
- uniforms location
- Converting 32 float to 4 byte equivalents... or something like that....
- emulation of built-in uniforms
- Shadow map problem - works fine without shader
- two general glsl questions
- Using shaders in Visual C+++
- check if an uniform exists
- luminance maps
- Confusion about sm3 branch execution
- Parallax Occlusion Mapping
- assembly output of GLSL program
- Bumpmapping doesn't look right
- glVertexAttribPointer + GLSL + Ati = grr
- DIfferent Objects with different shaders in one scene
- Without GLEW
- texel linear interpolation: restricted by texture's bit depth ?
- NVShaderPerf ASM output w. GLSL vertex shaders buggy?
- using point sprites in a particle system
- texture acces inside vertex shader
- Using Alpha
- ATI GLSL Vertex Shader - Temporary registers exceeded (ATI driver problem?)
- Why my program only works on 8178 nVidia driver?
- Program constant optimization
- ATI Cat 6.8 GLSL vertex shader - glUniform4fvARB subtle breakage
- Fragment program to mimic rectangular clipping plane
- internal compile error on GF6200
- Trilinear Interpolation on shader
- Problem accessing FBO texture from shader[solved]
- How to read variables in fragment shader?
- How to use multiple textures in fragment shader?
- problem to make environnement mapping (not resolved)
- GetActiveUniform index parameter
- Parallax Mapping Types/ Lighting
- glsl array length
- GLSL IDE/designer/editor?
- vertex attrib clarification
- Can't load more than one shading program...
- problem with shader
- Easy question...What is bias param in textureXD?
- FBO problem: FBO can not "capture" scene to GL_RGBA texture?
- A very strange bug(really a bug? ) of NVIDIA's GLSL implemention
- where is textureCubeProj in GLSL?
- Using Vertex Shader to dynamically move objects?
- Shader instruction limits & OpenGL fixed functionality
- simultaneous vertex and fragment texture fetches
- cg experiences
- drawing with uniform variable -> stack underflow
- GLSL multitexturing problem
- GLSL loop crashes on ATI
- Skeletal animation shader: need suggestions
- gl_FragCoord in sw on Radeon
- Splitting shader source files
- driver bug?
- glProgramEnvParameter4dARB() ?
- GLSL Starting Point
- GLSL vertex shader code to do glTexGen() equivalent?
- Simple shader - loses green channel
- setting attribute value
- question about HLSL
- blending using a shader?
- cost of re-uploading same value into uniform?
- Problems Calculating Surface Reflectance in Shader
- binding semantics for uniforms in CG?
- @nvidia: Random behaviour in glsl-shader on nvidia hardware
- How do I specify a const from outside the shader?
- GLSL Tangent Space Bump Mapping Demo
- Portable way to create a histogram.
- Can gl_FragColor be read?
- Non-power-of-two 3D textures
- how to make array of sampler2D uniforms?
- GLSL Parallax Bump Mapping Demo Released
- Glass and water shaders?
- Here's a shader to emulate GL_LIGHTING behavior, with multiple lights!
- GLSL vs ASM performance
- Shader for default GL_LIGHTING behavior, with multiple lights, plus normal mapping