- Cubemapping with GLSL
- cost of glGetUniformLocation
- Varying Resources
- Bones Skinning!
- Transform a vertex position into world space
- Volume rendering, transfer functions,pre-integrated classification...oh my!!
- Shiny bumpmaps
- Coloring gl_lines using vertex shader
- Incorrect behavior on Quadro FX4500 - setting uniforms
- discard vertices in vertex shader
- initializing cubemap texture
- when to use #extension in GLSL?
- generating a random number in shader
- global array with initialization
- texture coordinate look up problem
- Uniform location across different GLSL program object
- Adding pixels values using pixel shader
- multi texture - trilinear lerp
- Float format? Bug or misconception?
- UV problems moving from fixed func to shaders
- GPU based Volume Rendering issue -shift intensity values
- GLSL Transform back to FFP?
- do I need to set values for uniform sampler2D vars?
- accessing texture data in a vertex shader
- texture coordinates for full-screen effect
- wtf is wrong with this shader?
- Texture atlas through texture indirection issues.
- some experiments with gl_FragDepth
- Why not get rid of glBindBuffer()?
- Why the hell is this If statement being ignored?
- Very simple shader problem!
- How are you supposed to be able to detect whether a card can run a shader or not?
- Fragment Shader can't negate a value
- How can I reproduce this code in shader?
- A strange problem about FBO
- A simple question baout mat4
- Fragment position
- I modified a simple program to introduce A strange problem about FBO!
- I modified a simple program to introduce A strange problem about FBO!
- profile requires index expression to be compile-time constant
- Don't draw a fragment?
- sampler = GL_INVALID_OPERATION on Radeon
- gl_ClipVertex
- Shader compile problem on nVidia
- Disabling GLSL Shader Program targets independently
- MRT output
- how to disable a shader in glsl
- debugging a shader?
- ATI: bug in automatic attrib index assignment?
- transformation matrices and glsl
- object-to-world space
- Shader with loop vs multipass
- swizzling with low level shaders
- GLSL shadow mapping & depth buffer copy into a texture
- DirectX (HLSL) to OPENGL (GLSL)
- getting started with shader programming
- available number of texture instructions exceeded
- Point sprite with GLSL?
- GLSL clarification: combining more effects
- Is same OPENGL/GLSL code l work for different hardware
- Maximum limit for passes
- warning: no vertex attribute is explicitly assigned to vertex attribute zero
- Particles
- iterate matrices
- Value of __VERSION__?
- working with quaternions
- noob sampler2D question
- Flat 3D texture fetch / lookup
- frament shader only fetches first texture element
- const usuage
- What is "gl_TexCoord[0].st" ?
- Shadows
- Bump mapping example in "OpenGL Shading Language"
- varying variables
- Computing the tangent space in the fragment shader
- Help with normals in vertex shader
- skipping fragments
- Bug in mat3 constructor / ATI Catalyst 7.2 ?
- shaders affecting eachother... annoying
- Problem when using uniform variable as a loop count in fragment shader
- Code doubt
- steep parallax mapping
- NVshaderPerf bug
- world coordinates from Color value returned
- phong shading
- Loading Data into Unform Struct Array
- hardware skinning how-to
- GL_POINTS, texture3D and vertex shader
- validate error
- everything is inlined, right ?
- MultiTexturing seems impossible, what am I doing wrong?
- projecting a texture
- Want to contract a shader programmer
- Writing values to a texture
- Vertex colors in the shader
- Geometry shader with VBO
- Texture lookup with derivatives in Cg ?
- Why sample speed is low if dimension is NTOP ??
- blue screen :) and how to debug
- Internal texture values
- Interactive Shader Designer?
- passing data in textures - GL_NEAREST?
- Convolution performance w/ non-separable filters
- GLSL vs. Cg (with GLSL profile)
- Lumina GLSL IDE
- Problem w/ convolution and filter size
- geometry shaders problem
- distance of a vertex from viewpoint
- MAX_VARYING_FLOATs on 8800 GTS
- GLSL problems on some cards
- Can't pass values into the shader
- GLSL Bug with array indexing on G80
- ARB to GLSL
- Procedural Terrain Texturing on the GPU
- How do I discard a vertex in a vertex shader?
- multitexture
- Warning with the last nvidia driver
- problems rendering texture with CG
- Access Texture Buffer Object from Vertex shader
- logo
- Uniforms and dynamic re-compile problem
- camera direction vector in shader?
- help on dual-paraboloid shadow mapping (code & screenshot included) *UPDATE*
- GLSL shader crashes program
- nvidia 93.50: sampler2d not allowed to be zero anymore
- skeleton anim without dynamic array index???
- GLSL screen boundary question
- gl_TextureMatrix
- Present a float as a unique color
- alpha-masked materials for shadow mapping -> slow!
- GLSL Uniforms maintained across binds?
- is it still bad to do all lighting in a single pass?
- different sampler but the same effect
- twist effect
- how to design Cube Map by shaderDesign
- clear color
- non power-of-two textures and gl_TexCoord
- shading setup
- simulating a cubemap
- Vector to eye position
- GL_TEXTURE_RECTANGLE_NV and GL_TEXTURE_2D
- Multipass Rendering
- sampler_state?
- texture2DProj to project a section of a texture
- What kind of values should gl_FragDepth be giving?
- Bumpmapping question
- Depth gradient
- Artifacts with Blinn-Phong illumination
- fetching GL_LUMINANCE_ALPHA in shader
- Sampler2D in a uniform struct
- Rendermonkey
- Loop artifacts on GeForce6
- User Defined Varying Parameters
- Convolution mask not working
- Texture space collision detection
- Passing array of structures to GLSL
- Conditional Calculations
- changing spaces for wave deformations..??
- Has anyone tried using generic vertex attributes with a VBO and glDrawElements?
- Artifacts with reflect() & specular highlights
- GLSL floating point precision requirements
- texture_lod?
- Cost of glLinkProgramARB
- Limitation on number of If statements.
- texture2DRect re-size problem
- returning to fixed functionality
- Multi shadres app
- Level of detail
- glActiveTexture bug?
- glActiveTexture bug?
- About GLSL shader compile error
- gl_ClipVertex causes flickering
- Problem adjusting curves (contrast/brightness) on fragment shader
- fragment shader state
- Custom AA Resolves
- ATI Catalyst 7.6 vertex shader crash with structs
- GLSL & textures
- What are the applications of Geometry Shader?
- gl_LightSource[] does not work with a dynamic variable on ATI X1550 with latest drive
- Cubemap texcoords for skybox?
- Is gl_Vertex and the attribute variable at binding location 0 equivalent?
- CPU+GPU
- glGetUniformLocation fails
- dynamic impostors
- Geometry shaders
- works on ati but not on nvdidia?
- Levels of support in hardware/drivers?
- texture2D/texture2DProj
- Cg shader for env-Map
- RapidShading 0.4 - Graph Shader Editor
- gl_NormalMatrix : Inverse?
- Textures in array must be the same size?
- Lighting questions, feeling stupid....
- Parallax Problem...
- deferred shading // update
- Packing float32 into 2 float16
- Multiple Shaders or continuous uniform updates ?
- sampler2DShadow & deferred shading
- Implement Delaunay triangulation in Geometry Shader
- New Lumina version
- Accuracy of the "refract" instruction
- Texture buffer from transform feedback
- cubemap lighting/reflection
- omni-directional shadow mapping & deferred shading
- gl_normal
- ATI X1600 available number of texture instructions exceeded
- To get Orange Book examples to work under Vista
- How Subdivision surface been implemented in GPU?
- Write a 2d-rasterizer as pixel shader?
- always draw a black line
- texture2DProj
- Best way to process lists?
- Near clipping distance = 0
- GLSL Preprocessor
- how do v use cgGLSetParameterArray3f
- ATI 9600 gl_LightSource[i] data missing ? (i>0)
- shaders on alternate rendering targets?
- Array size limits
- Combining texture and light.
- How do best blending using GLSL
- 1D Texture Coordinates
- What happened to ARB_shader_texture_lod?
- Shader link error C1002 from Nvidia driver
- Fragment coordinates in fragment shader
- Only 42 triangles can be emitted by Geometry Shader
- Image-based GLSL target tracker?
- I only want to discard the depth component, not the color
- 3DLabs GLSL ShaderGen not working on ATI
- invisible vertex attributes
- Shader code discarded by system?
- Faster TBN calculation?
- Parallax mapping
- Status on GLSL object code readback?
- Cubemap reflection mapping
- Temporary Register Limit
- glGetActiveAttrib - bug ?
- shader performance
- saving output from vertex shader into a buffer obj
- revised shader performance question
- Clip Space coordinate question
- physics on gpu
- Problem when glsl program is disabled
- 1D Texture coordinates
- bitwise operators status
- Shader Designer - what do you expect?
- Render to 1D texture
- GLSL in window
- project section of a texture
- VBO's and normals
- 1D texture speed