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Thread: VP/FP 2.0

  1. #1
    Intern Contributor
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    VP/FP 2.0

    Is there a way to use vertex/fragment shader 2.0 in assembly form just like ARB VP/FP 1.0, instead of having to use them through a higher level langauge like glslang ?

  2. #2
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: VP/FP 2.0

    What do you mean with "2.0 shaders"? OpenGL is not DirectX. Everything you can code with glslang can be also coded with ARB_*_program(more or less)

  3. #3
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: VP/FP 2.0

    If you mean using ARB assembly with shader extensions - the answer is no.

    ( I tried to edit my previous post, but there is a bug with a forum)

  4. #4
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    Re: VP/FP 2.0

    I mean, you can't use loops (unless you unroll them) and you can't access textures in vertex programs ... stuff like that.
    Also, trig functions ...
    are there any assembly instruction that would allow that ? or has the ARB_VP 1.0 been upgraded to allow for additional instructions to support additional functionality ?

  5. #5
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: VP/FP 2.0

    There is no actual hardware that can access textures in a vertex shader. You can use loops with GeforceFX(NV_vertex_program2) - same for SIN, COS.
    And please don't cross-post!


    [This message has been edited by Zengar (edited 02-18-2004).]

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