View Full Version : GLSL, ShaderModel 3.0 etc.
Caspar Sawyer
04-16-2004, 04:07 AM
Hi,
Can anyone clarify the relationship in features that ShaderModel 3.0 has with GLSL - ie: will a card that fully supports SM3.0 fully implement GLSL? - or are there differences that mean full GLSL support will arrive later?
Thanks,
Caspar.
Corrail
04-17-2004, 04:45 AM
I think with SM3.0 the majority of GLSL will be supported. I think the only feature what might cause problems are the noise functions. Anything else like loops, dynamic branching, vertex shader texture sampling, ... should be supported.
pkaler
04-17-2004, 02:20 PM
Is there something similar to the PS 3.0 backface register in GLSL? And texture sampling with a user provided gradient?
jra101
04-17-2004, 02:40 PM
Originally posted by PK:
Is there something similar to the PS 3.0 backface register in GLSL?gl_FrontFacing
Originally posted by PK:
And texture sampling with a user provided gradient?The dFdx() and dFdy() stdlib functions can be used with the standard texture lookup functions.
Caspar Sawyer
04-22-2004, 01:34 PM
Originally posted by Corrail:
I think with SM3.0 the majority of GLSL will be supported. I think the only feature what might cause problems are the noise functions. Anything else like loops, dynamic branching, vertex shader texture sampling, ... should be supported.Great - so (in theory) Nvidia should be releasing some pretty featured drivers for GLSL that the GF6 will handle :cool:
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