- ARB VP/FP with builtin fog broken on ATI (sometimes?)
- Scaling problem
- Conditional branching on NV4x
- GL_MAX_VARYING_FLOATS_ARB
- range of texture coords in rectangle textures
- errors at compilation
- GLSL programs varying result ?
- Cg faster than GLSL for non-const index array access?
- vertex coordinates as verterx program output
- Number of GPU cycles for cos and sin functions?
- Texture Overlay
- Running Cg and GLSL in parallel
- Packing a float into a texture
- Problem with vertex textures and linux
- Sorry,still shadow mapping problem
- a vp means rewrite all functions in vertex transformation stage?
- Visual Shader Composer looking for testers
- Combining shaders
- Bug(s) in NVIDIA GLSL ShaderCompiler
- GLSL compatibility
- Radeon Problem.
- big problem to load a shader(resolved)
- Z-buffer and anti-aliasing
- my shader which works with renderMonkey don't work with my opengl prog (resolved)
- TEX instruction in Fragment Shader
- Shader Compile Error
- matrix inverse
- Max Varying float?
- multitexturing and vertex arrays?
- gl_vertex.w
- Texture transformation and merge problem
- Modulated texture and lighting
- how to determine whether a texture is valid
- Update to GLSL front-end source released
- init of glew
- gldrawelements crash
- uniform variables in vertex and fragment shader
- accessing matrices
- Bug in nvidia GLSL implementation?
- Problem on ATI with 5.6 drivers
- Mathematical calculations using OGSL
- maximum number of active uniform variables
- ATI + Shaders + PBuffer + Alpha Test Problem
- cg using GL_EQUAL
- Video Editing Question
- varying variables
- finding pixel corners' texture coordinates using dFdx and dFdy
- gl_FrontMaterial doesn't work
- Bit operation in fragment program?
- Texture acces from Vertex Shader for displacement
- NVIDIA's GL2 drivers
- How many varyings am really using?
- problem with per fragment lighting
- KIL (Kill fragment) instruction?
- precision of interpolated values
- why cant i access built in uniforms values
- Global uniforms
- Receive light position in the fragment program
- Transparency in fragment program?
- fragment shader problem, tex1-tex2
- crazy uniform behaviour
- sampler2DShadow
- allow texture*Lod in fragment shader AND stick to the specs ?
- GL 2.0 GLSL
- Shaders: where to start?
- Texture access spped
- textureRect (again)
- Measure frame time
- OpenGL Shading Language and flatshading
- Graphics hardware for OGL 2.0 / SL
- NV_multisample_filter_hint & glDisable( GL_MULTISAMPLE )
- GLSL troubles
- Maybe bug?
- ATI - texture access in vertex shader?
- Newbie Texture mapping help
- GLSL == HLSL?
- Conditional returns
- GetUniformLocationARB failure
- gl_Color bug in the ATI CATALYST 5.7
- problem with return in shader
- Using GLSL with Mesa-6.3 problem
- arb_fragment_program texture determination
- problem with out variable
- switch GL/GLSL mode
- Looping in GLSL
- how write a color to a texel when i have its UV coordinates ?
- question about parallax bump mapping
- why use tangent space for bump mapping
- Compiler options and extensions in GLSL on NVidia hardware
- Constants Exceeded
- cel shading : my model appears in black
- ortho projection in shader
- Bug in nvidia glsl compiler?
- frexp?
- ATI GLSL software mode related crashes
- Texture shift in normalmap shader
- Reproducing fixed-function behaviour in a shader
- moody ATI shader compiler
- Features support
- Conceptual question
- GLSL and floating point precision
- Dumping ObjectCode from Shaders??
- GLSL and smaller hardware configurations
- Texture Access in Vertex Shaders
- Additional calculation messes up result
- Quiz: Where do these holes come from? (image included)
- textures
- Multitexturing with samplerCube
- Lighting computation
- ADDSIGNED2X -- Bit Shifting in ARB?
- Dealing with multiple primitives
- glsl ... a lot of shader ... is it a problem?
- Cube map access in fragment shader
- how to send attribute arrays
- GLSL and NV_vertex_program
- my program crash when i use shaders
- TANGENT BASIS CALCULATION DOES NOT WORK
- texcoord lookup -- under-the-hood
- Howto get pixel values of the surface?
- constant declaration in ARB_FRAGMENT_PROGRAM
- 3d texture shading
- Texture Matrices not working in GSL ?
- 8-bit depth attachment on nvidia ?!
- Announcement: Intro CG class with GLSL
- Linking textures to vertex shader
- G70 float precision issues
- anaglyphs with shader
- Problem with for-loops in PS2.0 and PS3.0 in GLSL
- Updated GLSL noise implementation
- Ti4200 fragment_program ext not found. Help pls.
- Hardware noise() support - any news?
- "original" vertex/pixel code?
- mat3 vs mat4 speed
- Real Time Morphing & Normals
- hardcode vs variables performance
- GLSL and MRT via FBO on ATI hardware
- PCSS shader runs in software mode?
- Standard clip planes
- Compiler error
- GLSL performance problems
- strange multitexture problems
- Whether My Card supports GLSL ?
- GLSL tex coord problem
- The most simple fragment shader...
- gpgpu anyone?
- User specified kernal size?
- glClampColorARB and color clamping
- Texture Problem --> Help Me
- mat4 * vec3
- texture3D : ATI Catalyst 5.2 Good, 5.6/9 Bad
- How to render depth and normal into texture
- 16 bit Texture
- zero sized arrays?!
- problem in dynamic loop
- Bad specular highlight when applying rotation
- problems on setting uniform array
- Why get the error attribute info?
- ATI problem with passing constant indices to functions?
- accessing framebuffer when using fbo and render to texture
- Vertex Shader generating 2 output vertices?
- cgfx and glsl documentation
- multiple lights and multiple textures
- Question about texture blending
- gl_ModelViewMatrixInverse not defined in new nvidia drivers
- default value for uniforms
- passing spotDirection from VS to FS works on ATI, not on nVidia?
- ShadowMapping Projection.
- calculate index expressions at run-time?
- GLSL performance with per-pixel bump mapping = slow?
- For-cycles and lighting contributions
- Uniformlessnessly ?!!?!??
- maya 6.0 cgfx shader
- How to disable shaders?
- conditional and loops
- GL2 core VS extensions
- Timing reads from the framebuffer
- issues with glprocs
- Not sure whats wrong
- basic vertex transformations
- Large fragment program
- Help with texture !
- GLSL: packing a normal in a single float
- Tex Coord Question FROM new guy
- enabling/disabling textures
- gl_BackColor weirdness (ATI driver problem?)
- gl_FrontFacing crash (ATI driver problem?)
- Finding the opengl download
- Number of varying variables on NVidia?
- per vertex lighting vs per pixel lighting
- mipmaps+bilinear filtering in a vertex shader
- vertex program only
- lighting built-in uniform problem (ATI ?)
- Accessing gl_TexCoord[0].p
- shader running in software when it says it is running in hardware...
- Computing Vertex Buffer Object entries in the fragment shader
- gl_LightSource[].diffuse fragment shader ATI bug?
- Problem with glVertexAttribPointerARB
- Textures, shaders, threads...
- Texture understanding problem
- Weird Bug?
- I will be mad :-( Big Bug About glActiveTexture in GLSL application
- Small sprites - Favour fragment time over vertex time?
- Measuring performance
- GLSL issue with my x700 and 6800GT
- link error - not accessible in profile
- file extensions
- GLSL on ATI
- gl_FogFragCoord with no vertex shader
- ATI glsl: w component of gl_Position
- How is culling done
- Multiple Lightsources?
- glGetUniformLocationARB and mat3
- ATI fixed bug but...
- counting instructions
- Multiple lights with gl_LightSource again
- gl_FogCoord
- texture memory
- minimal enables for gl_MultiTexCoord0?
- High Level Frag Shader Help
- Too Many If Statements in Fragment Code?
- Problem ATI+GLSL+PBUFFER, setting gl_FragDepth
- ATI + FBObject +GLSL + gl_DepthFrag
- Same shader on multiple objects w/ different uniforms
- generic vertex problem
- workaround for ATI -- "available number of constants exceeded"
- CG Shader & Arrays
- Finally, array constants comming soon in GLSL?
- Eye plane texgen
- shader's difficulty and time of glBegin/glEnd
- texture sampling in vertex shader
- Area Light sources
- non-constant index in samplers
- alpha = 1.0?
- HDR with Rendermokey
- [CG] setting semantic of connected parameters doesn't work
- GLSL extensions rules
- barebones texturing shader problem
- VS Texture access in RM1.6v?
- Instruction limits on new ATI GPUs
- vbo index in vertex shader
- Would this be a good recommendation to ARB?
- Texture atlas and repeating textures
- problems with multi texturing (I think)
- forward declaring functions
- Shader Model 3.0 in OpenGl
- skinning on ATI - AGAIN
- ForceWare 8310 + GLSL and half type
- gl_PointSize and GL_REPLACE_COORD_ARB under Linux
- OpenGl and Maya
- weird shader behavior