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  1. assembly shading language
  2. Projective texturing
  3. Floating point textures and GLSL
  4. Self-cast shadowing with shaders
  5. How fast are current boards with GLSL?
  6. Nvidia GLSL: writing program assembly in Linux?
  7. glGetActiveUniformARB and sampler2DRect (nvidia)
  8. attribute arrays
  9. Uniform sharing, constants sharing
  10. Parsing RFX files etc.
  11. Old cards and GLSL
  12. Perlin noise implementation in GLSL
  13. Assigning Sampler*s
  14. cubic reflection map in glsl
  15. detail maps
  16. Looping in fragment programs
  17. texture scaling
  18. texture sampling : fragment shader
  19. Dumb texturing question
  20. Suppress GLSL Info Message
  21. Programability slower than fixed function?
  22. Simplex noise in GLSL
  23. shader file naming convention
  24. strange OGLSL problem with 66.93 NVIDIA's driver
  25. GLSL or CG ?
  26. 4D simplex noise
  27. cg lighting shader
  28. ATI x850 and texture indirections
  29. GLSL Spec clarification
  30. using built-in functions to initialize constants
  31. texture precision
  32. vert attributes
  33. multitexturing
  34. debuggin matrices in shader
  35. best Video Card?
  36. cannot locate suitable resource to bind parameter
  37. vert shader - no frag shader
  38. spotlight shaders
  39. converting a depth texture to world space
  40. once again: glsl/pbuffer issues
  41. Shading several objects
  42. Can't use uniform variable in fragment shader
  43. ATI, vertex shader, temporaries
  44. shader length vs speed
  45. CPU and memory usage of GLSL shader
  46. GLSL vertex program texture access
  47. eye coorinates in object space in GPU raycasting
  48. Can you try my engine?
  49. how to treat vertex shader in world-space?
  50. Unclamped values in float pbuffer with gforce fx 6600+
  51. gl_FragCoord
  52. About RenderMonkey
  53. Render to texture
  54. Bizarre bug?
  55. textures
  56. link error on 3Dlabs Realizm 100
  57. Can I give hints to the GLSL runtime compiler?
  58. PRoblem :)
  59. optimising per-pixel lighting shader
  60. ATI shader dev problems
  61. What is included?:
  62. Translating vertex shader
  63. [Req:] GLSL Parallax mapping tutorial
  64. 16samples via 4 tex lookups
  65. error in these forums
  66. reflection problem
  67. vertex shader textures?
  68. blending two images
  69. Normalization cubemap performance..
  70. Request: GLSL Shadow Mapping tutorial
  71. Shader going into software mode?
  72. Using rectangle texture under GLSL
  73. Getting the value of a GLSL program in a C++ program
  74. point sprite texture coordinates in fragment shader
  75. built-in variables doesn't work in fragment shader
  76. A problem about projective texture mapping when using unclamped float texture
  77. Displaying text without glut
  78. getting started -- drivers, libraries, and headers oh my...
  79. weird behaviour of function argument
  80. glsl array access index - ATI vs NVIDIA
  81. GLEW and GLSL -- linker errors
  82. querying resources
  83. Reading buffer values in fragment shader
  84. Copy depth buffer to texture [SOLVED]
  85. normalize
  86. shader in software and worse
  87. built-in noise functions
  88. Point Sprites distance attenuation problem GLSL
  89. on the subject of point sprites
  90. glsl and pn_triangles
  91. verftex/fragment shading + Mesa??
  92. Trouble with arrays
  93. OpenGL 2.0 too cutting edge?
  94. 6800 vs x800 vx Wildcat
  95. problems using glsl with c++
  96. Trying to decipher obscure nvidia error messages
  97. Looking for GLSL command line compiler. Please help.
  98. how to find out whats the current active glsl shader
  99. 3D Camera-Space Coordinates out of gl_FragCoord
  100. glCompileShaderARB Breakpoint under Linux
  101. fast math on a vectors components
  102. No Matrix-Vektor-Mult in Fragment-Shader with ATI on Linux
  103. Which Current Hardware supports OpenGL 2.0
  104. Need some answers!
  105. glUseProgramObjectARB strangeness
  106. Linux: GLSL Crashed
  107. Errors setting Uniform Vars
  108. reading the framebuffers depth
  109. GL_ARB.... extension compatibility (Resolved)
  110. OGLSL linking -> Exception during compilation
  111. Bitwise operations on GPUs
  112. Skinning on the GPU
  113. Fixed Functionality Pipeline Shader
  114. Using matrices to represent tangent space...
  115. ATI and uniform arrays
  116. Linux GLSL not Supported while Windows does ??
  117. Alpha test BEFORE fragment procesing
  118. samplerRECT ???
  119. Multiple Textures in GLSL
  120. Issues with ATI GLSL compiler/opengl drivers
  121. NV_render_texture_rectangle + gl_FragData[n]
  122. Vertex and Pixel shader freaking out, please help
  123. ATI bug, regarding with uniforms in FS
  124. Water interaction
  125. The most Simple shader, can't get it to link.
  126. Pixel-Coords of a vertex
  127. Linker error on Nividia + win32
  128. Render depth to texture in rendermonkey.
  129. Shader performance
  130. shaders - opposite side is dark
  131. Texture Access from Fragment Shader
  132. modular shaders
  133. Creating a window bigger than the screen resolution
  134. PerPixel Reflection troubles
  135. Which lights are enabled?
  136. built in uniforms?
  137. ARB_VERTEX/FRAGMENT_PROGRAM vs. GLSLANG
  138. Blending Shaded 3D textures
  139. multi pass
  140. rain drops using shaders
  141. laplacian...help....
  142. Does anyone knows where to find glsl shaders that realize shadow mapping^
  143. link error C9999
  144. Quantique vertex shader Oo
  145. ext_framebuffer_object crashing/support?
  146. shadow2DProj problem
  147. Stencil access from fragment shaders
  148. How to implement MRT ( Draw_buffers ) in NV3x.
  149. Implementing Lens (refracting glass..) in CG
  150. ERROR: texture_read
  151. relief texture mapping in fragment shader
  152. Shader: 2D and 3D arrays Question
  153. Shadows with GLSL.
  154. no vertex/fragment shader extensions on 9600XT under linux
  155. ARB and Cygwin
  156. Shader Programs and DC's
  157. Radeon shadow2DProj - bug
  158. Attribute and performance
  159. Shading+blending 3d texture
  160. suggestion
  161. samplers in vertex shaders not possible?
  162. How is ATI Catalyst implementation of Shading Language?
  163. GLSL and 3d studio max
  164. book recommendations
  165. Start on shader development
  166. 3D Texture Gradient computation on the fly
  167. Modelview and stuff as parameters. Do I loose anything?
  168. CPU vs. GPU on convolutions
  169. Saturation and Hue in GLSL
  170. glCompileShaderARB crashes
  171. custom radial disk fog and fog in general -- creative suggestions?
  172. Shader Validation problems on ATI X800XT
  173. Varrying arrays question and weird discard...
  174. Poor performance
  175. Mixing ARB shader, GLSL and maybe NV shader
  176. Shadow and shaders
  177. reflection mapping with spherical maps
  178. varying variable in vertex shader question
  179. Pointlight attenuation.
  180. Validation fails
  181. Float textures(16bits) in fragment shader
  182. Problem with Ati and GLSL
  183. Floating textures, help please...
  184. disable glsl nvidia extensions under linux
  185. Array of constants
  186. Making alternativ gl_ModelViewMatrix
  187. render to pbuffer with GLSL
  188. normal interpolation in rasterization
  189. Passing to fixed pipeline
  190. For loops in GLSL and REP Instruction
  191. Problem with my shadowMapping
  192. Passing RenderTexture to Cg
  193. problem with glsl on geforce 6800
  194. Schooled, but still trying to pass.
  195. Inverse model view matrix question
  196. about gl_Vertex to compute position...
  197. Reflection are specular highlights?
  198. reflect not the same on Nvidia and ATi ?
  199. Shading language
  200. GLSL RenderTexture
  201. glLinkProgramARB hangs
  202. A question on inverse matrix
  203. Vertex Textures
  204. GL_FLOAT texture clamped to {0,1}
  205. GL_ATI_fragment_shader instead of GL_EXT_fragment_shader
  206. Fragment Shader about the range of gl_TexCoord[0].st
  207. making gl_ModelViewMatrix
  208. gl_ModelViewMatrixInverse matrix bug
  209. Problems with gl_ClipVertex
  210. loading glsl programs faster
  211. Metals in glsl and evironment mapping
  212. OpenGL 2.0 drivers
  213. accessing texture in vertex shader
  214. Access single bit of a texture...
  215. Shader with Rendermonkey 1.6 and ATI X800
  216. Instruction number overflow...
  217. Multipassing
  218. FBO and multitexturing
  219. V/P-S3.0, etc
  220. Tangent calculation
  221. is it running in software mode?
  222. glitches using fract
  223. Halfvector
  224. Position of the camera?
  225. Lightparameter via uniforms
  226. noise texture
  227. test application for ATI cards. Bug reproduced
  228. ask about Phong shading using GLSL
  229. Accessing texturing states...
  230. vertex shader without fragment shader
  231. Uniform problem in Shader Designer
  232. How Can create a depth texture with FBO , please help me?
  233. what happen if i use dynamic branching on radeon ?
  234. Pass informations from vertex to fragment shader
  235. Problems with a new shader
  236. how get the camera coordinates in my fragment shader ?
  237. problem with specular lighting ?(not resolved) heeeeeeeeeeeeeeelp !
  238. GLSL shaders and multiple rendering contexts
  239. Poor glsl performance
  240. Merging of texture based on color value using shader programme
  241. Would you use shader debugging if it was available?
  242. Cg ridiculousity
  243. tex2Dlod
  244. Multiple lights in pixel shader (2+) and runing out of registers
  245. Sorry, again Multitexturing
  246. Lookup buffer value in fragment shader
  247. ATI slowdown when only using custom vertex attributes
  248. Superbuffers ETA?
  249. Couple GLSL questions.
  250. ModelMagic3D Pre-Release Test Request