- Number of pixels in a fragment - possible to calc?
- Reconstruct normals from depth buffer
- default shader variable passing
- Is sampler2DRect really necessary ?
- PCSS / CSM and TEXTURE_COMPARE_MODE
- please help, depth texture rectangle in glsl
- (0) : fatal error C9999: Bad scope in ConvertLocal
- Variable data in fragment shader
- Varying Variable Issue
- shaders with samplerCube -> all is black
- vertex_program_arb usage?
- Writing color and depth in GLSL 1.40
- no use of "gl_Vertex": attributes start at index 0
- I want to learn GLSL....
- Array shader output variables
- (gl_)Normal question :D
- Decide a pixel's color based on its position?
- Texture in GL3.2 only shows up black - help please
- Samplers inside structs
- compiler warning
- Auto derivative problem for Nvidia GPU (ATI is OK)
- Anti Aliasing Inside a Shader
- Problem with #version
- Best reporting method for NVidia GLSL/driver bugs?
- how to load and bind a texture?
- Billboard Shader Issues
- 32-bit channel texture
- indexing array using non-literal, not always ?..
- asynchronous compilation
- generally + lights
- ARB to GLSL Conversion
- Coding vertex position to texture
- changing back face to front face in vertex shader
- using GLSL to create new GL primitives
- Thoughts on simplified 2D solid+wireframe scenario
- Blowing up Pointsizes ehem...
- glsl debugging problem
- glGetUniform bug on NVIDIA
- Q:execution times of vertex/pixel shader
- warning: no vertex attribute zero
- Limitations on texture lookup in vertex shader?
- screen space to world position using depth texture
- GLSL refract problem [SOLVED]
- Parallel use of Vertex-Shader + GL-transformations
- Shader fails totally (but no error) on changes
- gl_FrontFacing & Intel Cantiga
- vector equality
- Why a program can have more than one shader?
- ati radeon 4850 - mat4 array limitations
- Wireframe GLSL Shader?
- worldspace vertex position from depth buffer
- Skin shader?
- Set user custom integers to locations
- Multiple uniform blocks
- uniform location problem
- Texture access in Vertex Shader slow?
- unlimited number of lights, how?
- wrong array indexing on ATI HD4670
- Depth peeling problem
- ARB shading, varying parameters
- Strange moire artifacts in specular
- how to check for backface in fragment shader
- Basic GLSL: Light Position relative to object
- GLSL upward or backward Compatibility
- Pass-through geometry shader warning
- Packing multiple floats into a single float value
- GLSL: vertex world space position when glRotatef..
- Write depthbuffer from texture
- 1D Perlin Noise
- Trouble packing depth into color texture
- texture3D integer indexing
- implementing bilinear pcf for shadows by hand
- Samplers and GL_TEXTURE_LOD_BIAS_EXT
- Rendering to a FBO values are clamped
- GLSL: Default GL Fragment and Vertex Shader
- texel formula
- GLSL 1.50, Geometry Shader AND Object Picking
- Weird slow down with array index
- Newbie question - skinning
- I need updated OpenGL Alpha2 Raster file - Gaming
- Drawing to a texture
- Comparing Depth in Fragment Shader
- Help with opengl es 2.0 light
- AMD shader linkage issue
- glCompileShader causing glibc free invalid next?
- cube map help please
- variance shadow mapping problem
- Shaders not supported, have GLEW / GLEXT?
- transform question
- Vertex Vs Geometry Shaders
- newbie, inout function
- glGetUniformLocation returns -1? Texture in shader
- use of uniform sampler2D in frag shader
- Getting vertex information after a Vertex Shader?
- rotate normals with vertices
- shaders and speed
- GLSL ShadowMap
- GLSL bug on ATI hardware
- FBO vs back-buffer?
- Generating and drawing a circle
- GLSL normal map
- shader calculation
- Is this optimal? (two texture reads)
- really weird glUniform error with matrices
- Shaders problems on Ubuntu Remix (eeepc)
- Simply Texturing
- Improved error reporting
- Tools/IDE for authoring GLSL shaders
- Vertex position in fragment shader
- Simple GLSL program crashes
- Bump mapping not working / How to Debug GLSL
- Texture arrays and framebuffer attachment points
- Shadow Mapping: Debugging Help
- Geometry Shader Question
- Layers shader OK left - right, rubbish up - down
- ATI, uniform initializers and explicit gradients
- question about color composing using GLSL
- Best way to implement a Shader Class
- Bindless Textures
- GLSLdemo of Orange Book can't build sucessfully
- Multiple Shaders
- Multitexturing woes
- -vPosition.z vs. length( -vPosition.xyz )
- Passing data from several vertex shaders
- Shader behaviour in WindowsXP / Vista / Win7
- Varying parameters
- Ugly per Vertex/Fragment Lighting
- Please help!! GLES shader won't compile on iphone
- How to debug varying variable in fragment shader
- Depth buffer to depth texture
- Does gluLookAt hate GLSL lighting ?
- openGL/GLSL Projection matrix
- only using glVertexAttribPointer
- how can I get shader srccode after #preprocess?
- Offset a vector by another vector
- Depth buffer to Z distance
- OpenGL 3.1 and Geometry Shaders
- Garbled 1D-texturing on lines due to if-else??
- texelFetch on sampler2DMS not avaliable on ATI
- glDrawElements .. How to draw multiple objects?
- glGetUniformLocation returns -1 for exisitng unifo
- Problems with uniform blocks
- GL_MODELVIEW_MATRIX vs. gl_ModelViewMatrix
- glsl grammar question
- direct access to buffer objects from shader
- Using GLSL to realize intensive computations?
- Calculate differences between two neighbour texels
- inaccurate texture sampling
- can i write glsl code in .cg/.cgfx file?
- Calculate Normal From Position Texture
- Emulating glShadeModel( GL_FLAT )?
- Getting the pixels "behind" an object
- Constant vec3 array - no go
- Sampler2DMS and texelFetch()
- Deferred light position problem
- Odd GLSL loop breakout behavior
- smooth/noperspective for Dummies?
- Lights in the shadow
- Fast algorithm to get distance to the light.
- Info log error: "Validation failed..."
- Lighting problem
- Can someone clarify fwidth()
- glGetShader wierd behavior
- Using "core" Geometry shader in 3.2
- Color Lookup Tables and Filtering
- Model Matrix possible at all?
- texelFetch() + modulo or texture() + GL_REPEAT
- Conditionals in a Fragment Shader
- The new stuff
- Google Summer of Code proposal
- Share data between shader programs
- glGetShaderiv shows false in compile status
- How to create a node based shader editor?
- GLSL 1.5 mat4 inverse
- How to use multiple texture buffers?
- GLSL woes
- Detecting the hardware acceleration of a shader
- FLT_MAX in GLSL
- Texture Fragment Shader Won't Obey Transparency
- GLhalf [ 8 ] -> glVertexAttribPointer?
- problems with my raytracer / Phong Illuminat
- OpenGL shader not loading (beginner)
- Array Depth Texture Help
- light shader cg and opengl
- incorrect specular while using normal map
- gl_ModelViewMatrix in 1.50
- luminance-alpha and glsl ?
- UBO with arrays acting weird
- cg and opengl
- anisotropy ?
- problem withgeomtry shader and core 150
- Integer lookup textures
- Refraction shader
- Varyings in Geometry shaders
- Varying variables cause massive framedrops
- Derivatives (dFdx/dFdy) not available on ATI (VSM)
- Newish to GLSL & 2 pcs different results?
- Accurately count number of uniforms used
- Hardware limitation reached, can only emit 78 vert
- Same texture from multiple samplers?
- GLSL versions
- Construct a uniform 3x3 Matrix
- GL_RGB32F or GL_LUMINANCE32F_ARB?
- Two Pass Filtering? What's the 1st pass result?
- Displacement of a particle in vertex shader
- Picking with shaders
- Deffered Shading
- texture2DLod deprecated??
- Heavy shader, can be optimized by splitting quad?
- Relative Cost of Function Calls
- Fast, accurate versions cos and sin using normals?
- Uniform definition in different GLSL versions
- gl_Position Pixel-shift
- GLSL PS1.3 fur shader, convert to PS2.0
- Get Time
- tessellation and per triangle index in gs
- Migrating from XP to Win7x64 - UBO error
- Using gl_VertexID as an array index?
- Best to pre-calc in the vertex shader or fragment?
- gl_FragDepth portability issues?
- ext doesn't work although supported
- ATI weirdness
- glCreateProgram(ARB)-->Segmentation fault
- Replacing Built-in Attribs
- Parallax Occlusion Mapping with GLSL
- getting specific LoD or bias with texture2DGrad()
- branch vs 1x1 fetch vs shader state change...???
- glCreateShaderObjectARB() and mesa problem
- Shaders do no give the right effect? Beginner
- Generic attributes state in shaders
- color mapping shader card-specific bug
- GLSL 1.4 and gl_ModelViewProjectionMatrix
- Maximum number of texture fetches in shader?
- Texture sampler in vertex shader?
- strange lighting
- Image to View Space
- OGL3.2 & GL_EXT_geometry_shader4
- How to initialize Vec3 Array
- Performance hit & glUniform
- HIi/Lo part of unsigned int
- NVIDIA pragma strict on
- need glsl experts for game.
- simple texture
- Building G buffer
- Central-Difference Shader Problem?
- GLSL 4 Tutorials for beginners?
- another ATI transform feedback issue
- 3d texture shader
- packing floats to various bit depth targets
- Keep unused shader variables for debugging?