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  1. Is there a vertex counter in vertex shader?
  2. Spherical HeightField Lighting
  3. GPGPU beginning questions
  4. Geometry shaders
  5. Computing derivatives with finite difference
  6. Had a problem access gl_LightSource on intel X3100
  7. Fuzzy Face Culling
  8. DEPTH_TEST and Fragment-Shaders
  9. Help with PCSS
  10. Strange thing
  11. Sampler size
  12. Question about texture using glsl
  13. Geometry shader problem
  14. Faking gl_FragCoord?
  15. ARB vfp crash on ATI
  16. Using for loop in shaders
  17. Regarding fragment shaders
  18. Shaders on ATI Radeon X600 SE
  19. Mismatch between GLSL1.3 spec and GL_ext_gpu_shade
  20. Flipping Normals
  21. Simple Parallax Mapping not working properly
  22. Determining distance from center of a triangle
  23. Light position and gluLookAt
  24. How To Access The GrayScale Texture Pixel Value i
  25. access floating point values from texture?
  26. Blending multiple textures efficiently in a shader
  27. bindable buffer
  28. gl_lightSource initial values ?
  29. Packing floats into RGBA8 textures
  30. Z Buffer
  31. Calculating distance from vert to specified point
  32. Question about calculating vertex normals
  33. Simple Shader Setup. Does it exist?
  34. debugging tool glslDevil
  35. Shader Objects Types
  36. water Bubble effect
  37. Help on adding vertices via shader
  38. ATI get uniform array bug? Not really...
  39. gl_ClipPlane
  40. GLSL vs CgFX
  41. debugging shader with no errors
  42. balance of vertex shader and fragment shader
  43. Uniforms VS State Access for modelViewProjection
  44. How to compute the light position in screen space?
  45. Specular bleeding?
  46. Orange Book Shadow Maps Vertex Shader
  47. cube shadow mapping
  48. glFX
  49. Simple example of texture/convolution?
  50. can not access Texture Unit2
  51. Bumped Cubemap, Inverse TBN, tangent to objectspac
  52. Program sturcture for shaders, objects, etc
  53. glUniform is slow?
  54. Geometry Shader: Meaning of gl_VerticesIn?
  55. Convert Float to vec4
  56. Instability with maths in PointSprite shader..
  57. Generic Vertex Attributes Problem - Alphabetized?
  58. Help with deferred rendering lighting pass
  59. Getting computed matrix data
  60. Packing 3 Colour Channels Into 2
  61. converting to arb
  62. ARB extension with GLEW
  63. glGetUniformfv and matrices
  64. Setting/getting arrays of uniforms
  65. implement chroma key
  66. visible 'beam' light
  67. gl_PointCoord is giving me junk values!
  68. Light in object space
  69. glCreateShader returns 0.
  70. Specular lighting shader vs. fixed functionality
  71. Edge Detection
  72. Normal mapping
  73. All Photoshop blending modes + RGB/HSL conversions
  74. color as xyz in tex3D call (cg shader)
  75. 1D texture lookup
  76. Environment mapping with normalmap displacement
  77. checking/determining GLSL version?
  78. The output variation of dFdx()
  79. Problems Texture Mapping with Float Texture
  80. glUseProgram var update problem
  81. (gl_ModelViewMatrix * gl_Vertex).z is 0??
  82. Doubt on "bias" for texture access Built-in Func
  83. GLSL linker info log garbled
  84. array access of vector
  85. crashes with texture3d
  86. control flow error ??
  87. NVidia ARB_point_sprite & GF7900
  88. NV_explicit_multisample
  89. Geometry Shader : GL_LINE_STRIP_ADJACENCY_EXT
  90. Stencil Routed A-Buffer
  91. accessing built-in vars from glGetUniformLocation
  92. Which shading method for deferred rendering
  93. Shader Stitching Performance
  94. glsl 1.3 & geometry shader
  95. GLSL madness on ATI GPUs
  96. GLSL Two sided Lighting
  97. Weird alpha values when doing texture lookup
  98. Error with shadow maps
  99. How to pass generic attrib to geometry shader?
  100. GLSL Shadow Map code sample.
  101. hardware support for glsl noise()
  102. why my vertex shader is killing the framerate
  103. GLSL PointSprites different sizes
  104. Vertex position calculation
  105. problem compiling shader
  106. Read the framebuffer during writing?
  107. Which fragment is being processed currently??
  108. Any luck using ATI's bindable uniforms?
  109. software fallback
  110. Glsl and sampler2D
  111. reflections with glsl possible?
  112. Examples for GL_ARB_fragment_program?
  113. GPU-Executed Perlin/Simplex Noise in Vertex Shader
  114. Edges on mesh
  115. OpenGL 3.0 and writing to an integer framebuffer
  116. ATI problem with GLSL arrays?
  117. Texture usage with vertex shader in GLSL
  118. Shader Model
  119. Weird performance
  120. Passing Colour through shaders..
  121. Reading the depth of a pixel into an image
  122. Problem with multiple textures in shader
  123. uniform and a big problem
  124. GLSL file specs?
  125. Playing with gl_FragDepth
  126. brightness fragment shader problem
  127. Tangent Calculation
  128. reflection, refraction and shadow maps
  129. Artifacts when modifying gl_PointSize
  130. multi-textures in vertex shader problem!
  131. fragment shader / get screen position?
  132. Tex coords to geometry shader duplication
  133. Odd Shadow Mapping Problem
  134. Textures in Vertex Shader slows down FPS
  135. Google Summer of Code 09 - Shader Engine
  136. Drawing a cone
  137. Various things
  138. nVidia 3.x + gl_ClipDistance = ungoodness.
  139. Attach Shader to multiple Programs
  140. Multiple textures in objects using the same shader
  141. Window Size in GLSL
  142. GL_NV_shader_buffer_load
  143. Pass a float array as a uniform value
  144. 'undefined' pixels in float texture fragmentshader
  145. Multiple shaders vs dynamic branching
  146. How to force unquantized (-1.0->1.0) depth in GLSL
  147. GLSL Suitable for fluid physics?
  148. referencing to external structs
  149. GLSL varrying declaration???!!!
  150. 1.3 deprecated variables
  151. Problem with VBO and passing textures to GLSL
  152. Confusing compile error
  153. passing two textures to GLSL
  154. Replacement of deprecated variables
  155. method of interpolating colors between textures
  156. Lighting for terrain
  157. multi-texturing
  158. Unknown error causing program to crash on ATI card
  159. Constant arrays a no-go
  160. Help!!!
  161. Specular Lighting with directional lights
  162. Problem with in/out variables on AMD hardware
  163. Help! Noise problem!
  164. GLSL compile-time constants / conditional comp.
  165. Paralax problem
  166. Image blur GLSL
  167. Positon Lights Deferred Rendering
  168. Slow shaders on RADEON X300/X550 Series (128 MB)
  169. snow accumulation
  170. Deferred lighting
  171. Vertex Shader Perlin-Type Noise?
  172. slow when using uniform array
  173. Cube-mapping and GLSL, the camera is stuck :(
  174. GLSL mean normal estimation per vertex
  175. Constant register limit exceeded..
  176. GLSL v1.30 and v1.40 quick reference sheets?
  177. how to enumerate uniform variables ?
  178. custom clipping planes and glsl
  179. render to fbo problem (ray-casting)
  180. 'ftransform()' and custom vertex attributes
  181. Shader: Where to start?
  182. GL_POINT_DISTANCE_ATTENUATION
  183. More GPU Raycasting Questions
  184. ati and shadow texture lockups
  185. Dynamic memory allocation
  186. Is this the only active GLSL forum on the net?
  187. Shader with intel
  188. Shading Egde Anomaly
  189. glBegin mode on the graphics card
  190. Reconstructing position from Z buffer problem
  191. Vertex Shader Perlin Noise, Normals (Again....)
  192. Vertex Attributes
  193. GLSL Support
  194. platform agnostic GLSL code validation
  195. GL_POLYGON_SMOOTH bug
  196. deinterlacer in fragment shader?
  197. 2D Texture Data Storage Per Vertex
  198. glGetActiveUniform array query broken
  199. Arrays of size 1
  200. Reading from 2 textures in vertex shader
  201. HiGLSL shader
  202. VBO and IBO
  203. texture lookup function and texture parameter
  204. Shader Feedback Loop?
  205. GLSL Branching and Clamp function
  206. Basic questions on Texture object bounded to FBO
  207. glsl 130 depth testing
  208. Render-To-Texture Problems
  209. shading program the fiddles with Z values
  210. GLSL function overloading
  211. glMapBuffer CPU Usage Peaking
  212. Problem:Reading back 3D Texture using FBO
  213. openscenegraph OSG
  214. texture3d crashes on ati cards
  215. FBO, integer texture and mipmapping
  216. rectangular and npot textures
  217. lighting in eye space or in world space ?
  218. Build a Gaussian mask
  219. GLSL grammar specs
  220. Unequally sized vectors dot product using FBO
  221. Trouble with GLSL, gl_FragData, and GL_AUXi
  222. read frame buffer from frag shader?
  223. Standard opengl pipeline
  224. GL_SPHERE_MAP with GLSL
  225. Mult-fragment Output
  226. About big uniform vector arrays
  227. Vertex Shader and vertex positions
  228. Simple particle collision detection in shader.
  229. handling 2 texture in fragment shader
  230. Normal mappping using shaders
  231. Problem passing same textures to glsl repeatedly
  232. Problem with glGetUniformLocation ?
  233. Write to several pixels? (block processing)
  234. I need an Edge Dilation Filter GLSL!!
  235. Problem with if conditions
  236. How to check texture unit?
  237. referencing opengl state
  238. Mandelbrot shader - float accuracy problem
  239. LLVM Auto-Generated GLSL Code Formatting
  240. When do shaders relink?
  241. Finding a Perpendicular Vector
  242. Image-Space Horizon-Based Ambient Occlusion
  243. render to 3D texture
  244. Circular 1D lookup texture
  245. I need an edge dilation filter (GLSL)!!!
  246. Floating point depth buffer questions
  247. Some questions on deferred lighting.
  248. Manually computed FragCoord wrong? (small error)
  249. state.light[0].* ???
  250. Passing a texture