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  1. TextureLod
  2. GLSL and 3d engine
  3. spherical conversion vertex shader
  4. vtx. copy?
  5. Issues with sampler arrays and unrolling
  6. Geometry Shader error check?
  7. shader optimization
  8. version acrobatics
  9. problem with uniform int and for loop
  10. GLSL shaders gives black textures.
  11. Deffered shading on Iphone. Is it possible?
  12. Problem with TBO : multiple samplerBuffer
  13. Vertex shader interpolation is weird
  14. can for loops terminate with a uniform?
  15. fract() precison issue?
  16. Question about Orange Book
  17. Texture resolution issue ?
  18. Deferred shading: material ID
  19. glGetError return GL_INVALID_VALUE.
  20. Texture LOD calculation (useful for atlasing)
  21. Mac: read MSAA samples
  22. FBO - Render to Texture - Image Processing
  23. glGetShaderSource Fails?
  24. GLSL 1.4 questions
  25. Uniform arrays on ATI/AMD
  26. ATI problems with variable length for loops?
  27. glUniform1f() not working
  28. Reading Data From a Fragment Shader
  29. Collision detection: Need to port occlusion query!
  30. low precision result from texture interpolation
  31. Debugging shaders with glslDevil doesn't work
  32. glUniformARB(....), how many times?
  33. Retrieving eye-space position from depth buffer?
  34. segmentation error with glTexImage3D
  35. GLSL IDE for MacOS
  36. The best tutorial out there(deferred shading)
  37. Removing Deprecated Features
  38. opengl es 2 shader on Ipad
  39. GLSL skinning - weird bug with casting
  40. 3D Texture on glsl
  41. How to store 8 four bit values in 32 bits??
  42. access different texture units?
  43. Internal format of texture3D in GPU - Raycasting
  44. 5770 driver crash w/ atmos scattering demo
  45. Shader loading with multiple viewports
  46. shared info on a same triangle [gles2]?
  47. Shader performance/complexity problem.
  48. bitten by dynamic shader recompile?
  49. Texture3D deprecated?
  50. Problems with Nvidia GTX460
  51. bind texture map to depth buffer with gles 2
  52. Why does not gl_Color work?
  53. is gl_Normal averaged vector?
  54. Render ODE Objects With OpenGL ES 2.0
  55. Help with compiler error message
  56. Post Processing
  57. Testing shaders
  58. Any example of Volume Rendering
  59. varying float accuracy
  60. Shadow map problem using GLSL with Catalyst 10.7
  61. uniform block arrays, linking error
  62. any fetch function for non texture buffers?
  63. Something very basic I've overlooked.
  64. How to use a height map
  65. Help with shaders and textures
  66. Light artifacts
  67. Possible Memory Leak on ATI? (creation/deletion)
  68. segfault on compile...
  69. gl_FrontLightProduct[i].specular not working?
  70. GLSL shader texture , what is wrong with my code
  71. Lighting and normals not working correctly
  72. TyphoonLabs ShaderDesigner crashing on startup
  73. ERROR: 0:17:'f' : syntax error parse error
  74. dFdx dFdy textureGrad and texture
  75. Shaders organizing
  76. Simple Basic Question
  77. Samplers in uniform buffer objects
  78. Trade conditionals for switching shaders
  79. How query the names of members of a uniform block?
  80. Visualization of both Sides of a Plane
  81. Problem with shader tutorial
  82. Passing values vert => frag without interpolation?
  83. Work with textures
  84. Uniform blocks optimized out
  85. Mipmapping with integer texture
  86. array in attribute - possible?
  87. FBO copy as input texture
  88. Texture Buffer Object shared with Vertex Buffer Ob
  89. GLSL texture index
  90. Accessing primitive data in FS
  91. GLSL value halfed
  92. Resolution independant shading
  93. Uniform blocks
  94. getting integer value instead of 0-1
  95. fract() behaviour
  96. skin animation and no translate model
  97. array of integer in GLSL
  98. GLSL shadow mapping problem
  99. Redundant shader code
  100. Interpolation qualifiers in interface blocks
  101. Shaders and Textures
  102. glsl mat constructor (row majoror column major)
  103. Gradient from Simplex Noise?
  104. GLSL and framerate
  105. How To Draw Sphere With GLES2.0
  106. how to crash a GLSL shader?
  107. ShadowMapping GLSL and the inverse camera transf
  108. glsl dynamic reflection using FBO
  109. Trouble in applying integer texture
  110. Querying fragment data names
  111. Crash on glShaderSource?
  112. rendermonkey texture buffer format bug ?
  113. 2D Array of 2D image
  114. Keep textures parameters in GLSL?
  115. GLSL crash.....Limits reached????
  116. Velocity vector transformation in shaders
  117. color value in shader vertex attribute
  118. Blending in fragment shader
  119. mapping a lookup table to a image using shaders
  120. problem with glew
  121. shader that stores normal values in buffer
  122. Using glsl classes outside of shader files
  123. Uniform not "active" after explicit use
  124. combination of material and texture for each face
  125. branching in vertex shader
  126. Problems with simple Ortho Projection / Shader tes
  127. GLSL instructions
  128. NVidia Interface Block Bug?
  129. How could I set the camera viewpoint in GLES2..0
  130. Texture Coordinate Problem
  131. using GLSL 3.30 in OpenGL 4.x context
  132. Using texture matrices for other purposes?
  133. getting camera position relative to vertex
  134. No impliconversion between int literals and float?
  135. Lines to rectangles in Geometry Shader
  136. create triangle for each vertex in geometry shade
  137. Texture sampling by pixel index
  138. Projection and Geometry shaders
  139. multipurpose shader
  140. Point sprite glsl help - ATI issue
  141. texture2D refuses to sample 1-channel texture
  142. Getting XZ Coords in VS for Textur
  143. gl_TextureMatrix[0]
  144. Question about books
  145. Spotlight Problems
  146. Help with ray casting - near plane
  147. JVM won't die after shader compile
  148. GLT_ATTRIBUTE_COLOR was not declared in this scope
  149. Basic Question
  150. Glsl pixel rounding error?
  151. per-pixel spotlight problems
  152. Blend selected color components?
  153. different spotlight problem
  154. Vertex shader doesn't recognize some uniforms
  155. Vertex animation logistics and culling problems.
  156. Solved: Incorrect values while using out variables
  157. Correct alpha blending for generated Geometry
  158. dealing with 16 bit value
  159. simple Mandelbrot shader
  160. Floating point accuracy in GLSL
  161. Short question on shader variable indices
  162. Problem with trivial shader on Radeon
  163. Texture Mapping - LUT does not work
  164. Stipple code
  165. What's the HLSL equivalence of gl_VertexId?
  166. How to determine texture format?
  167. Projection Depth Problem
  168. Error validating shaders / can't send samplers
  169. Shaders and non-shader lighting
  170. Passing integer from vertex to fragment shader?
  171. #version preprocessor (OpenGL ES 2.0 and Core)
  172. Creating Impostor Quad with Geometry Shader
  173. GL_UNSIGNED_BYTE attributes
  174. GLSL noise removal
  175. Array indexing
  176. VBO/Point sprites/alpha
  177. texturematrix gluPerspective shader
  178. uniform arrays of structures?
  179. draw window text / unload shader?
  180. Simple Geometry Shader
  181. OpenGL Specification 4.0 and 4.1 error
  182. GLSL create and return a Normal map?
  183. GLSL 1.5 Geometry shader issue
  184. Equivalent of gl_LightSource[0].halfVector?
  185. Per sample A-Buffer using OpenGL 4.0+ ??
  186. Point sprites with sphere shader
  187. GLSL fragment/pixel shader to collaborate
  188. Shaders or VBOs for point clouds?
  189. Depth Render Problem
  190. Directional light shaders
  191. Deinterlace from one texture to another using GLS
  192. Geometry shader, point sprite to sphere
  193. Computing screen coordinates oddities
  194. Perspective correct interpolation of vertex attr.
  195. Shadow Mapping depth comparison issues
  196. reading back non-normalized vectors?
  197. Divide by zero
  198. Directional light problems
  199. Is it valid to emit less than max_verts from a GS?
  200. pass array into shader
  201. Nested functions, aborting!
  202. Real-time "Free Hand" shader edge effect?
  203. struct and interpolants
  204. Queries about my edge detection shader and RTT
  205. Array output from Fragment Shader ?
  206. Strange Shader Behaviour
  207. 32 bit value with glCopyTexSubImage2D
  208. Dynamic array of uniforms
  209. How to use texelFetch()?
  210. Shader Matrix Storage
  211. uintBitsToFloat conversion
  212. Newbie question
  213. IDL GLSL/Cuda/OpenCL Image Scale/Rotate/Translate?
  214. GLSL Render To FBO using MRT
  215. Texture2DMultisample: fetching samples in shader.
  216. Initializing multisample stencil buffer in glsl?
  217. A sampler problem
  218. Sliced images mapping a displacement mesh
  219. question about texelFetch
  220. Odd per pixel lighting effects
  221. glBindBufferBase error
  222. surface splatting using MRTs
  223. manage different kinds of lights
  224. gl_Position undef in ARB_separate_shader_objects?
  225. Gradient fill for text
  226. EXT_shader_image_load_store samples
  227. texelFetch problem
  228. world to pixel size in vertex shader
  229. User scripting on GPU at runtime: CUDA versus GLSL
  230. glGetActiveAttrib
  231. problem with passing matrix to glsl
  232. imageAtomicMin/Max not working?
  233. Geometry shader, color and Texture coords
  234. Skinning
  235. Strange problem using #define vs passing uniform
  236. Regarding GLSL not being supported.
  237. Possible to stitch 2 meshes in geometry shader?
  238. GLSL & "Out" qualifier question. Hopefully Easy.
  239. OpenGL Shading Problem
  240. Basic Shader Management
  241. Simple question
  242. gl_PointSize - point size based on screen height?
  243. Changing color using a shader
  244. Uniform Buffer Object question
  245. Ver 130 -> 140. Uniform & Transposition Question.
  246. How do I use Shaders correctly?
  247. Input Variables Question
  248. Trying to get rid from immediate mode
  249. Unknown Layout Specifier
  250. Multi-string shaders: compiler diagnostics wrong?