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  1. Environment Mapping Issues - glDrawElements INVALID OPERATION
  2. what is the expected result for unsigned texture having isampler2D in shaders?
  3. #extension mechanism, query if extension is available?
  4. Uniform array names
  5. Shader problem
  6. QuickShader Beta - effects/shaders editor tool
  7. ATI card and gl_InstanceID problem
  8. GLSL questions
  9. Having Many Lights Calculated in one Shader
  10. Model turns all black in shader
  11. Slice rotation plan problem
  12. is it possible to update my glsl version?
  13. Specular shines through object
  14. Behavior of a non enabled vertex attribute.
  15. A problem about if-else in for-loop
  16. VSM issues
  17. using gl_InstanceID weird issue
  18. Behaviour of binding vertex attributes to shader variables
  19. Tessellation Confusion - gl_PrimitiveID
  20. Questions about geometry shader performances
  21. cube map shader texture binding
  22. Extracting a value from a fragment shader
  23. uniform struct array
  24. opengl origin....
  25. Texture not animating only shows black model
  26. Shader error and Identity Matrix
  27. scrolling normal maps to scrolling bump map
  28. GLSL function execution time estimation
  29. Spec. clarification: gl_VertexID, is the generation by glDrawElements optional?
  30. Shadow mapping with multiple shadows
  31. Problem of environment mapping
  32. Beginner: Implementing both colours and textures in fragment shader (for picking)
  33. Double precision: Extensions for trigonometry and transcendental functions?
  34. image2DArray :only first layer work
  35. Shader Performance
  36. write data to arbitrary position
  37. GL ES: Fragment shader optimization
  38. World space camera position and view direction in an outline shader
  39. Relative Positioning
  40. Any GLSL pre-processor that can help reuse my code?
  41. texelFetch & GL_REPEAT
  42. uniform array length (OpenGL ES GLSL 1.00)
  43. Tessellation Trouble
  44. trouble calculating 'flat' normal
  45. Problem with 'edge' of hill and fog
  46. #version syntax will not work on Visual Studio C++
  47. Shader and barycentric coordinates
  48. getting the normal with dFdx and dFdy
  49. Problem understanding texture reduction in shader based 2D soft shadows technique
  50. Implementing a 2-element orded list in an image buffer
  51. how to pass variables through vertex shader, geometry shader and fragment shader?
  52. GL_TRIANGLE_STRIP to GL_PATCHES (as input of tesselator control shader)
  53. unbound sampler declaration andd GLSL shader code
  54. gl_FragDeph not written to, but unexpected layout(early_fragment_tests) behavior
  55. Performance of GLSL?
  56. atomicMax
  57. fp64 (double-precision) ULP errors?
  58. Shader Program size limit
  59. Calculate vertex norm with compute shader
  60. How to draw multiple objects.
  61. Do GLSL subroutines cause any performance overhead?
  62. Uniform Buffer Objects, dynamic sized arrays and lights
  63. GLSL: The return to fixed functinoality
  64. GL_ARB_explicit_uniform_location inactive errors
  65. GLSL corrupting image2d when exporting mat4 array assigned using a for loop
  66. GLSL Shading Language for my opengl 3.1 any?
  67. noise1() only returns 0 in compute shader (GLSL version 4.3)
  68. imageStore stops working after a number of compute shader invocations.
  69. Fragment shader - terrain brush, circle
  70. Can't initialize an array with a single element???
  71. Interpolation qualifiers in interface blocks
  72. TWO small questions.
  73. Touching Objects
  74. Compute Shaders, current support by companies
  75. Does fragment shader only ouput normalized values?
  76. Which Spec to Use ?
  77. uniform,attribute type error ?
  78. Kepler GK110 - using atomicMin64 from GLSL?
  79. Shader problem when switching computer
  80. Image load/store mutex problem
  81. imageAtomicMin(), memoryBarrier() and coherent uniform qualifier
  82. Cubemap shadowmap lookup
  83. Cube and shadow multisample textures
  84. load shader file from assets on android using AssetManager ?
  85. "Stretching" shadow z coordinate to make the most of non-linear depth buffer?
  86. Using existing tools based on .asm (DirectX) for OGL for work load characterisation
  87. texture to texture array
  88. pow(x, 2) different then x*x?
  89. Optimising and versions of shader
  90. Downloadable GLSL documentation?
  91. fixing minecraft glsl shader
  92. Detecting changing uniforms in shader
  93. Color conversion and fetching buffer from shader.
  94. GLSL pads int arrays to 16 bytes, taking 4 times local memory
  95. What is source-string-number ?
  96. Heat map visualization shader help please
  97. Signed int addressing of image units limits to 2gb
  98. Updating output variables
  99. Finding the GLSL image unit layout information from the application
  100. Function texture2DArray always requires to enable GL_EXT_texture_array
  101. selectively writing to buffers
  102. OpenGL fragment shader not working on core i5 laptop on windows7
  103. rasterization and fragment coordinates for lines
  104. Android OpenGL es 2.0 specular light
  105. OpenGL Error #132
  106. EmitVertex in Subroutines
  107. Etching shader
  108. segmentation-fault in glCreateShader(GL_VERTEX_SHADER) ...
  109. error C5060: out can't be used with non-varying color
  110. What is the right way to send an array of bone matrices to the vertex shader?
  111. Loading shader firom file: GL_error 'illigal counting'
  112. * operator for vector-matrix multiplication
  113. Calculate GLSL shader cost
  114. Dynamically create and access multiple (Buffer)Objects in shader
  115. In OpenGL2.0 Very basic shader for beginners
  116. Trouble with shader
  117. Trying to get a cryptography shader working
  118. GLSL float/vec3/vec4 array max size = GL_MAX_VERTEX_UNIFORM_VECTORS?
  119. Blending 4 textures with splat map (WebGL)
  120. Storing vector list to be accessed in shader
  121. OpenGL 4, problems following opengl.org tutorial (Parallax)
  122. Intermittent shader compile error with unhelpful info log
  123. Understanding light positions and storing to eye space coordinates
  124. Do GLSL structures any performance overhead?
  125. Specular highlight movement
  126. Suitable shader for 3D face models
  127. Weird texturing behaviour
  128. GLSL simple question
  129. Translating a light's "screen coordinate" in the fragment shader
  130. Problem with fragment shader code
  131. GLSL fragment texturing with instancing
  132. Error C5025: lvalue in assignment too complex
  133. Disappointed with GLSlang/GLSLValidate
  134. Difficult issue - depth texture and color texture in fragment shader
  135. Simple GLSL Shaders Not Working
  136. Suggestion for next glsl: float2integer convertion with defined rounding behavoir
  137. GLSL double precision range
  138. GLSL fragment shader not sampling texture
  139. How to sum up textures in OpenGL shader code?
  140. Inout parameters GLSL functions
  141. gl_NormalMatrix, gl_Normal are deprecated?
  142. glAccum to FBO ? Help for change over
  143. Display algorithm in Fragment Shader