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Thread: GLSL, ShaderModel 3.0 etc.

  1. #1
    Junior Member Newbie
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    Apr 2004
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    GLSL, ShaderModel 3.0 etc.

    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.

  2. #2
    Member Regular Contributor
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    Re: GLSL, ShaderModel 3.0 etc.

    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.
    There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

    There is another theory which states that this has already happened...

  3. #3
    Member Regular Contributor
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    Re: GLSL, ShaderModel 3.0 etc.

    Is there something similar to the PS 3.0 backface register in GLSL? And texture sampling with a user provided gradient?

  4. #4
    Advanced Member Frequent Contributor
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    Re: GLSL, ShaderModel 3.0 etc.

    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.

  5. #5
    Junior Member Newbie
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    Re: GLSL, ShaderModel 3.0 etc.

    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

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