- .exe compiled with Visual C++ Express won't run
- vsm artifacts
- weird error in a Fragment Shader
- Half-vector for directional lights...?
- glNormalMatrix?
- Noise in a texture
- Texture Coordinate generation
- depth banding.
- Does ATI support the hardware noise function
- improving deferred shading
- [GLSL] Simple Texturing problem
- Lumina-0.2.7
- Optimize this EMBM code
- improving OVSM
- MSAA - Detecting edge fragments
- 32 bit float value texture & shading.
- Anti-Aliasing and blending
- problem with texture look up
- Shader performance improvment?
- Per Pixel Lighting problems
- dephtbuffer on render-to-texture using FBO
- no constant arrays?
- trivial, stupid error in trivial shader
- Newbie Question: HLSL to GLSL (again)
- Is this code alright?
- Strange shader performance
- Code example for GLSL on Solaris Sparc?
- Cubemap sampler with cubemap texture
- slow texture lookup functions
- Shader compilation performance question
- GLSL -> VP/FP
- transpose() in 1.10
- FS performance question
- texture access in vertex shader on quadro 4500
- NVidia: OK, ATI X1650: OK, ATI 2600: Oh hell!
- GLSL on Intel GMA 950, or lack thereof
- glew Missing GL Version error
- Attenuation based on a light radius.
- Strange link problem on some GeForce 8800's
- Funny ATI drivers
- Dimensions of Sampler2D
- Antialiasing Approaches
- [ATI HD 2x00] indirect uniform array access bug
- HLSL simple Texture Shader
- Problem outputting uvec4 to gl_FragColor
- Shader Programming Tools
- Gf 8600, 8800
- ALU operation - Texture Operation
- accessing neighbouring fragments
- performance problems
- question about shader debugging using glsldevil
- GLSL changing textures, or rendering to texture?
- Possibility to query shader for resource usage?
- HLSL to GLSL atan2 Function
- int(float) returns incorrect result + question
- GLSL and HLSL Differences
- fast approximation to acos?
- glMaterialfv and gl_FrontMaterial ?
- Can I delete the shader objects after linking
- Starting hardware skinning...
- gl_ModelViewMatrixInverseTranspose,gl_NormalMatrix
- Texture coordinate precision
- Alias-free drawing of triangles, proof of concept
- Shadow buffer
- Vertex attribute output count exceeds hardware...
- the locations of a builtin vertex attribute...
- Bizzar nVidia compile error
- Model and World Coordinates
- Rendering on SAQ
- shadow2DProj return values
- fisrst shader does not take effect
- 2 int to 1 float
- Nvidia 162.65 Compiler Error
- Are "state.matrix.*" uniforms really global?
- Frag shader without vertex shader?
- Z-Position of Texel in Fragment Shader
- Bindable uniform?
- Available number of texture instructions exceeded
- shader compilation
- question GLSL,CG,Assembly shaders
- conditional expressions and division by 0
- help with luminance alpha masking
- Trying to multiply point with ModelvewProject...
- question about GPU skinning
- Displaying a depth texture?
- how to specify a matrix vertex attribute
- Get fragment distance from camera without uniforms
- Rotate around center of texture
- simple_soft_shadows
- nvemulate, Vista
- Stippled edges on shadowmaps?
- General-purpose wind shader for foliage
- Create an empty mat4
- Particles oriented according to camera position
- Perspective projection depth???
- blending in the GLSL
- lit instruction
- gl_ClipVertex does this cause Software processing?
- Tangent, Bitangent & Normal
- How about the book "The Cg Tutorial"
- Reading from gl_FragColor ?
- Function selection per pass
- Problems re-attaching a shader to a program object
- Playing animation on surfaces?
- Maths Surface Code Error
- invalid operation after glUseProgram
- Using MipMap In GLSL
- Getting textures to always point at the screen?
- a big lookup table
- FPS increase when switching between shaders
- shader model setting?
- Wireframe render appears with if-logic
- No GLSL on OpenGL 1.5?
- Drawing edge on a wall
- How to use glsldevil?
- Normal Maps
- Variable not valid as a source register
- Bump / Normal Maps (2)
- NVidia hosts GPU Gems free online
- Detect SM 4.0 in the shader?
- improving water shader
- Is gl_LightSource.position transformed?
- gl_Vertex as ivec4
- GLSL Equivalent of HLSL ddx/ddy Functions
- Weird GLSL Issue
- Screen-Space Ambient Occlusion
- GLSL set up
- GLSL equivalent of OpenGL texturing
- smoothstep
- nvidia if-clause driver bug
- 3D Coords as Varying in Fragment Shader
- GLSL Projection problem
- ARB_RECTANGLE multitex with different sizes
- issue: rgba channels as a float32
- How to get distance using a sampler2DShadow ?
- Heightmap for Spherical Heightfield
- Can Java Be converted to C.. GLSL Shader Class
- Sampling neighbouring texels (Fetch4/Gather4)
- issue: render to texture (without FBO)
- automatic exposure control
- Output multiple fragments to a single buffer
- a problem to multiple lights
- tweaking reflection vector for cube map fetch
- HLSL Lit Function
- gl_NormalMatrix no worky, gl_ModelViewMatrix does?
- Easy problem - mapping a texture onto the screen
- Shadow Map & Manual Depth Test
- Water ripples
- glCreateShader generates exception
- GLSL instruction or operation limitation ?
- Matrices Help
- The way OpenGL handles uniforms is ***ing retarded
- Anybody have a bilinear sample function?
- GLSL in OpenGL MFC program
- ARB_point_sprite and shaders
- glsl getting started
- help with normal mapping
- profile does not support "for"... any work-around?
- Matrix Inversion
- Question about Loops in GLSL
- Stupid beginner question
- Vertex shader compile error"Too many instructions"
- weird dFdx dFdy on ATI
- Transparent pixels for billboards
- Stoopid Newbie Question- Light Positions
- 5th texture displays fine in window, on FBO not
- Results clamped
- Negative offset to Shadow2DProj result in moiré..
- using unsigned byte in Shader
- Over-saturation when using multiple lights
- Fragment Shader not supported by HW?
- exact texel fetching problem
- Heightmap Texture + Vertex Shader = slow
- help on features HLSL has but GLSL doesn't
- 4 texture units. 6 textures to use
- Getting data from the shaders
- Color problem when blending two pipeline
- Specular and pow
- Weird results of a shader
- 1pass render to cube map using geometry shader
- Taking multiple samples in cubemap shadowmaps
- Indexing tables in GLSL
- Shader works with ati not nvidia
- light position transformations in shader
- framebuffer object and textures
- I
- Tangent
- texture2d float values?
- Render to VBO
- shadow maps
- Subsurface Scatting Approximation
- GPU Gems Texture Bomb Shader
- FBO to Depth Texture Precision
- Can I use something like gl_FragData
- Simple 2-Sided Shading
- broken code with new GT200 OpenGL driver
- No GLSL support in OpenGL 2.0??
- Storing 3D-Coordinates in a texture or pbo
- rotating GL_POINT_SPRITE_ARB
- 3D Texture Lookup Table For Color Correction
- Custom lights?
- gl_VertexAttrib[n] syntax? Where is it?
- Matrixing Multiplication for Shadow Mapping
- GL_NORMALIZE and is it needed with GLSL
- ATI Catalyst 8.6 help needed
- Relational Operators + Vectors: What's the deal?
- Geometry Shader and Adjacency Primitive Modes
- gl_FragDepth computation
- Odd issue with GLSL texture coordinates
- Can some gl_FragData info be skipped?
- Default value for uniform?
- gl_FragDepth
- GL_INVALID_VALUE using a simple shader
- Swapping a fragment shader.
- Artifact with deferred shading on ATI cards
- My implementation skips + and - signs.
- Vertex texture fetch
- geometry shaders
- screen aligned quad
- Hatching
- Mixing shadow maps with a diffuse bass texture
- 3D and 1D color Lookups implementation
- Geometry Shader Interpolation
- Hexagonal mosaic filter shader
- raycasting backface texture lookup
- GLSL 1.30 with OpenGL 2.1
- interpolation function
- optimize this (X<0) ? mix( a,b,X ) : mix( a,b,X*Y
- shader benchmark program
- Access to triangle normals, rather than vertex
- Shader Information
- gl_ClipVertex
- Vertex SHaders
- Texture lookup-dependent texcoords on ATI X1550
- How to pass vertex positions to fragment shader
- Shader, 1D lookup table
- GLSL usage in the industry
- Writting to the Stencil of a Depth buffer on a FBO
- Regarding Immersive Visualization
- Image Texture Resize using glsl
- Questions on ARB assembly-level by a newbie.
- shader & asynchronous
- ARB vertex shader newbie
- Uniform vs Vertex Attrib
- Rim-Lighting Shader Problem
- is vertex interpolated when passing shader?
- Displacement shader
- glBlitFramebufferEXT with a shader
- optimizing pixel count
- calculating texel value in vertex shader