- Is there a vertex counter in vertex shader?
- Spherical HeightField Lighting
- GPGPU beginning questions
- Geometry shaders
- Computing derivatives with finite difference
- Had a problem access gl_LightSource on intel X3100
- Fuzzy Face Culling
- DEPTH_TEST and Fragment-Shaders
- Help with PCSS
- Strange thing
- Sampler size
- Question about texture using glsl
- Geometry shader problem
- Faking gl_FragCoord?
- ARB vfp crash on ATI
- Using for loop in shaders
- Regarding fragment shaders
- Shaders on ATI Radeon X600 SE
- Mismatch between GLSL1.3 spec and GL_ext_gpu_shade
- Flipping Normals
- Simple Parallax Mapping not working properly
- Determining distance from center of a triangle
- Light position and gluLookAt
- How To Access The GrayScale Texture Pixel Value i
- access floating point values from texture?
- Blending multiple textures efficiently in a shader
- bindable buffer
- gl_lightSource initial values ?
- Packing floats into RGBA8 textures
- Z Buffer
- Calculating distance from vert to specified point
- Question about calculating vertex normals
- Simple Shader Setup. Does it exist?
- debugging tool glslDevil
- Shader Objects Types
- water Bubble effect
- Help on adding vertices via shader
- ATI get uniform array bug? Not really...
- gl_ClipPlane
- GLSL vs CgFX
- debugging shader with no errors
- balance of vertex shader and fragment shader
- Uniforms VS State Access for modelViewProjection
- How to compute the light position in screen space?
- Specular bleeding?
- Orange Book Shadow Maps Vertex Shader
- cube shadow mapping
- glFX
- Simple example of texture/convolution?
- can not access Texture Unit2
- Bumped Cubemap, Inverse TBN, tangent to objectspac
- Program sturcture for shaders, objects, etc
- glUniform is slow?
- Geometry Shader: Meaning of gl_VerticesIn?
- Convert Float to vec4
- Instability with maths in PointSprite shader..
- Generic Vertex Attributes Problem - Alphabetized?
- Help with deferred rendering lighting pass
- Getting computed matrix data
- Packing 3 Colour Channels Into 2
- converting to arb
- ARB extension with GLEW
- glGetUniformfv and matrices
- Setting/getting arrays of uniforms
- implement chroma key
- visible 'beam' light
- gl_PointCoord is giving me junk values!
- Light in object space
- glCreateShader returns 0.
- Specular lighting shader vs. fixed functionality
- Edge Detection
- Normal mapping
- All Photoshop blending modes + RGB/HSL conversions
- color as xyz in tex3D call (cg shader)
- 1D texture lookup
- Environment mapping with normalmap displacement
- checking/determining GLSL version?
- The output variation of dFdx()
- Problems Texture Mapping with Float Texture
- glUseProgram var update problem
- (gl_ModelViewMatrix * gl_Vertex).z is 0??
- Doubt on "bias" for texture access Built-in Func
- GLSL linker info log garbled
- array access of vector
- crashes with texture3d
- control flow error ??
- NVidia ARB_point_sprite & GF7900
- NV_explicit_multisample
- Geometry Shader : GL_LINE_STRIP_ADJACENCY_EXT
- Stencil Routed A-Buffer
- accessing built-in vars from glGetUniformLocation
- Which shading method for deferred rendering
- Shader Stitching Performance
- glsl 1.3 & geometry shader
- GLSL madness on ATI GPUs
- GLSL Two sided Lighting
- Weird alpha values when doing texture lookup
- Error with shadow maps
- How to pass generic attrib to geometry shader?
- GLSL Shadow Map code sample.
- hardware support for glsl noise()
- why my vertex shader is killing the framerate
- GLSL PointSprites different sizes
- Vertex position calculation
- problem compiling shader
- Read the framebuffer during writing?
- Which fragment is being processed currently??
- Any luck using ATI's bindable uniforms?
- software fallback
- Glsl and sampler2D
- reflections with glsl possible?
- Examples for GL_ARB_fragment_program?
- GPU-Executed Perlin/Simplex Noise in Vertex Shader
- Edges on mesh
- OpenGL 3.0 and writing to an integer framebuffer
- ATI problem with GLSL arrays?
- Texture usage with vertex shader in GLSL
- Shader Model
- Weird performance
- Passing Colour through shaders..
- Reading the depth of a pixel into an image
- Problem with multiple textures in shader
- uniform and a big problem
- GLSL file specs?
- Playing with gl_FragDepth
- brightness fragment shader problem
- Tangent Calculation
- reflection, refraction and shadow maps
- Artifacts when modifying gl_PointSize
- multi-textures in vertex shader problem!
- fragment shader / get screen position?
- Tex coords to geometry shader duplication
- Odd Shadow Mapping Problem
- Textures in Vertex Shader slows down FPS
- Google Summer of Code 09 - Shader Engine
- Drawing a cone
- Various things
- nVidia 3.x + gl_ClipDistance = ungoodness.
- Attach Shader to multiple Programs
- Multiple textures in objects using the same shader
- Window Size in GLSL
- GL_NV_shader_buffer_load
- Pass a float array as a uniform value
- 'undefined' pixels in float texture fragmentshader
- Multiple shaders vs dynamic branching
- How to force unquantized (-1.0->1.0) depth in GLSL
- GLSL Suitable for fluid physics?
- referencing to external structs
- GLSL varrying declaration???!!!
- 1.3 deprecated variables
- Problem with VBO and passing textures to GLSL
- Confusing compile error
- passing two textures to GLSL
- Replacement of deprecated variables
- method of interpolating colors between textures
- Lighting for terrain
- multi-texturing
- Unknown error causing program to crash on ATI card
- Constant arrays a no-go
- Help!!!
- Specular Lighting with directional lights
- Problem with in/out variables on AMD hardware
- Help! Noise problem!
- GLSL compile-time constants / conditional comp.
- Paralax problem
- Image blur GLSL
- Positon Lights Deferred Rendering
- Slow shaders on RADEON X300/X550 Series (128 MB)
- snow accumulation
- Deferred lighting
- Vertex Shader Perlin-Type Noise?
- slow when using uniform array
- Cube-mapping and GLSL, the camera is stuck :(
- GLSL mean normal estimation per vertex
- Constant register limit exceeded..
- GLSL v1.30 and v1.40 quick reference sheets?
- how to enumerate uniform variables ?
- custom clipping planes and glsl
- render to fbo problem (ray-casting)
- 'ftransform()' and custom vertex attributes
- Shader: Where to start?
- GL_POINT_DISTANCE_ATTENUATION
- More GPU Raycasting Questions
- ati and shadow texture lockups
- Dynamic memory allocation
- Is this the only active GLSL forum on the net?
- Shader with intel
- Shading Egde Anomaly
- glBegin mode on the graphics card
- Reconstructing position from Z buffer problem
- Vertex Shader Perlin Noise, Normals (Again....)
- Vertex Attributes
- GLSL Support
- platform agnostic GLSL code validation
- GL_POLYGON_SMOOTH bug
- deinterlacer in fragment shader?
- 2D Texture Data Storage Per Vertex
- glGetActiveUniform array query broken
- Arrays of size 1
- Reading from 2 textures in vertex shader
- HiGLSL shader
- VBO and IBO
- texture lookup function and texture parameter
- Shader Feedback Loop?
- GLSL Branching and Clamp function
- Basic questions on Texture object bounded to FBO
- glsl 130 depth testing
- Render-To-Texture Problems
- shading program the fiddles with Z values
- GLSL function overloading
- glMapBuffer CPU Usage Peaking
- Problem:Reading back 3D Texture using FBO
- openscenegraph OSG
- texture3d crashes on ati cards
- FBO, integer texture and mipmapping
- rectangular and npot textures
- lighting in eye space or in world space ?
- Build a Gaussian mask
- GLSL grammar specs
- Unequally sized vectors dot product using FBO
- Trouble with GLSL, gl_FragData, and GL_AUXi
- read frame buffer from frag shader?
- Standard opengl pipeline
- GL_SPHERE_MAP with GLSL
- Mult-fragment Output
- About big uniform vector arrays
- Vertex Shader and vertex positions
- Simple particle collision detection in shader.
- handling 2 texture in fragment shader
- Normal mappping using shaders
- Problem passing same textures to glsl repeatedly
- Problem with glGetUniformLocation ?
- Write to several pixels? (block processing)
- I need an Edge Dilation Filter GLSL!!
- Problem with if conditions
- How to check texture unit?
- referencing opengl state
- Mandelbrot shader - float accuracy problem
- LLVM Auto-Generated GLSL Code Formatting
- When do shaders relink?
- Finding a Perpendicular Vector
- Image-Space Horizon-Based Ambient Occlusion
- render to 3D texture
- Circular 1D lookup texture
- I need an edge dilation filter (GLSL)!!!
- Floating point depth buffer questions
- Some questions on deferred lighting.
- Manually computed FragCoord wrong? (small error)
- state.light[0].* ???
- Passing a texture