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  1. .exe compiled with Visual C++ Express won't run
  2. vsm artifacts
  3. weird error in a Fragment Shader
  4. Half-vector for directional lights...?
  5. glNormalMatrix?
  6. Noise in a texture
  7. Texture Coordinate generation
  8. depth banding.
  9. Does ATI support the hardware noise function
  10. improving deferred shading
  11. [GLSL] Simple Texturing problem
  12. Lumina-0.2.7
  13. Optimize this EMBM code
  14. improving OVSM
  15. MSAA - Detecting edge fragments
  16. 32 bit float value texture & shading.
  17. Anti-Aliasing and blending
  18. problem with texture look up
  19. Shader performance improvment?
  20. Per Pixel Lighting problems
  21. dephtbuffer on render-to-texture using FBO
  22. no constant arrays?
  23. trivial, stupid error in trivial shader
  24. Newbie Question: HLSL to GLSL (again)
  25. Is this code alright?
  26. Strange shader performance
  27. Code example for GLSL on Solaris Sparc?
  28. Cubemap sampler with cubemap texture
  29. slow texture lookup functions
  30. Shader compilation performance question
  31. GLSL -> VP/FP
  32. transpose() in 1.10
  33. FS performance question
  34. texture access in vertex shader on quadro 4500
  35. NVidia: OK, ATI X1650: OK, ATI 2600: Oh hell!
  36. GLSL on Intel GMA 950, or lack thereof
  37. glew Missing GL Version error
  38. Attenuation based on a light radius.
  39. Strange link problem on some GeForce 8800's
  40. Funny ATI drivers
  41. Dimensions of Sampler2D
  42. Antialiasing Approaches
  43. [ATI HD 2x00] indirect uniform array access bug
  44. HLSL simple Texture Shader
  45. Problem outputting uvec4 to gl_FragColor
  46. Shader Programming Tools
  47. Gf 8600, 8800
  48. ALU operation - Texture Operation
  49. accessing neighbouring fragments
  50. performance problems
  51. question about shader debugging using glsldevil
  52. GLSL changing textures, or rendering to texture?
  53. Possibility to query shader for resource usage?
  54. HLSL to GLSL atan2 Function
  55. int(float) returns incorrect result + question
  56. GLSL and HLSL Differences
  57. fast approximation to acos?
  58. glMaterialfv and gl_FrontMaterial ?
  59. Can I delete the shader objects after linking
  60. Starting hardware skinning...
  61. gl_ModelViewMatrixInverseTranspose,gl_NormalMatrix
  62. Texture coordinate precision
  63. Alias-free drawing of triangles, proof of concept
  64. Shadow buffer
  65. Vertex attribute output count exceeds hardware...
  66. the locations of a builtin vertex attribute...
  67. Bizzar nVidia compile error
  68. Model and World Coordinates
  69. Rendering on SAQ
  70. shadow2DProj return values
  71. fisrst shader does not take effect
  72. 2 int to 1 float
  73. Nvidia 162.65 Compiler Error
  74. Are "state.matrix.*" uniforms really global?
  75. Frag shader without vertex shader?
  76. Z-Position of Texel in Fragment Shader
  77. Bindable uniform?
  78. Available number of texture instructions exceeded
  79. shader compilation
  80. question GLSL,CG,Assembly shaders
  81. conditional expressions and division by 0
  82. help with luminance alpha masking
  83. Trying to multiply point with ModelvewProject...
  84. question about GPU skinning
  85. Displaying a depth texture?
  86. how to specify a matrix vertex attribute
  87. Get fragment distance from camera without uniforms
  88. Rotate around center of texture
  89. simple_soft_shadows
  90. nvemulate, Vista
  91. Stippled edges on shadowmaps?
  92. General-purpose wind shader for foliage
  93. Create an empty mat4
  94. Particles oriented according to camera position
  95. Perspective projection depth???
  96. blending in the GLSL
  97. lit instruction
  98. gl_ClipVertex does this cause Software processing?
  99. Tangent, Bitangent & Normal
  100. How about the book "The Cg Tutorial"
  101. Reading from gl_FragColor ?
  102. Function selection per pass
  103. Problems re-attaching a shader to a program object
  104. Playing animation on surfaces?
  105. Maths Surface Code Error
  106. invalid operation after glUseProgram
  107. Using MipMap In GLSL
  108. Getting textures to always point at the screen?
  109. a big lookup table
  110. FPS increase when switching between shaders
  111. shader model setting?
  112. Wireframe render appears with if-logic
  113. No GLSL on OpenGL 1.5?
  114. Drawing edge on a wall
  115. How to use glsldevil?
  116. Normal Maps
  117. Variable not valid as a source register
  118. Bump / Normal Maps (2)
  119. NVidia hosts GPU Gems free online
  120. Detect SM 4.0 in the shader?
  121. improving water shader
  122. Is gl_LightSource.position transformed?
  123. gl_Vertex as ivec4
  124. GLSL Equivalent of HLSL ddx/ddy Functions
  125. Weird GLSL Issue
  126. Screen-Space Ambient Occlusion
  127. GLSL set up
  128. GLSL equivalent of OpenGL texturing
  129. smoothstep
  130. nvidia if-clause driver bug
  131. 3D Coords as Varying in Fragment Shader
  132. GLSL Projection problem
  133. ARB_RECTANGLE multitex with different sizes
  134. issue: rgba channels as a float32
  135. How to get distance using a sampler2DShadow ?
  136. Heightmap for Spherical Heightfield
  137. Can Java Be converted to C.. GLSL Shader Class
  138. Sampling neighbouring texels (Fetch4/Gather4)
  139. issue: render to texture (without FBO)
  140. automatic exposure control
  141. Output multiple fragments to a single buffer
  142. a problem to multiple lights
  143. tweaking reflection vector for cube map fetch
  144. HLSL Lit Function
  145. gl_NormalMatrix no worky, gl_ModelViewMatrix does?
  146. Easy problem - mapping a texture onto the screen
  147. Shadow Map & Manual Depth Test
  148. Water ripples
  149. glCreateShader generates exception
  150. GLSL instruction or operation limitation ?
  151. Matrices Help
  152. The way OpenGL handles uniforms is ***ing retarded
  153. Anybody have a bilinear sample function?
  154. GLSL in OpenGL MFC program
  155. ARB_point_sprite and shaders
  156. glsl getting started
  157. help with normal mapping
  158. profile does not support "for"... any work-around?
  159. Matrix Inversion
  160. Question about Loops in GLSL
  161. Stupid beginner question
  162. Vertex shader compile error"Too many instructions"
  163. weird dFdx dFdy on ATI
  164. Transparent pixels for billboards
  165. Stoopid Newbie Question- Light Positions
  166. 5th texture displays fine in window, on FBO not
  167. Results clamped
  168. Negative offset to Shadow2DProj result in moiré..
  169. using unsigned byte in Shader
  170. Over-saturation when using multiple lights
  171. Fragment Shader not supported by HW?
  172. exact texel fetching problem
  173. Heightmap Texture + Vertex Shader = slow
  174. help on features HLSL has but GLSL doesn't
  175. 4 texture units. 6 textures to use
  176. Getting data from the shaders
  177. Color problem when blending two pipeline
  178. Specular and pow
  179. Weird results of a shader
  180. 1pass render to cube map using geometry shader
  181. Taking multiple samples in cubemap shadowmaps
  182. Indexing tables in GLSL
  183. Shader works with ati not nvidia
  184. light position transformations in shader
  185. framebuffer object and textures
  186. I
  187. Tangent
  188. texture2d float values?
  189. Render to VBO
  190. shadow maps
  191. Subsurface Scatting Approximation
  192. GPU Gems Texture Bomb Shader
  193. FBO to Depth Texture Precision
  194. Can I use something like gl_FragData
  195. Simple 2-Sided Shading
  196. broken code with new GT200 OpenGL driver
  197. No GLSL support in OpenGL 2.0??
  198. Storing 3D-Coordinates in a texture or pbo
  199. rotating GL_POINT_SPRITE_ARB
  200. 3D Texture Lookup Table For Color Correction
  201. Custom lights?
  202. gl_VertexAttrib[n] syntax? Where is it?
  203. Matrixing Multiplication for Shadow Mapping
  204. GL_NORMALIZE and is it needed with GLSL
  205. ATI Catalyst 8.6 help needed
  206. Relational Operators + Vectors: What's the deal?
  207. Geometry Shader and Adjacency Primitive Modes
  208. gl_FragDepth computation
  209. Odd issue with GLSL texture coordinates
  210. Can some gl_FragData info be skipped?
  211. Default value for uniform?
  212. gl_FragDepth
  213. GL_INVALID_VALUE using a simple shader
  214. Swapping a fragment shader.
  215. Artifact with deferred shading on ATI cards
  216. My implementation skips + and - signs.
  217. Vertex texture fetch
  218. geometry shaders
  219. screen aligned quad
  220. Hatching
  221. Mixing shadow maps with a diffuse bass texture
  222. 3D and 1D color Lookups implementation
  223. Geometry Shader Interpolation
  224. Hexagonal mosaic filter shader
  225. raycasting backface texture lookup
  226. GLSL 1.30 with OpenGL 2.1
  227. interpolation function
  228. optimize this (X<0) ? mix( a,b,X ) : mix( a,b,X*Y
  229. shader benchmark program
  230. Access to triangle normals, rather than vertex
  231. Shader Information
  232. gl_ClipVertex
  233. Vertex SHaders
  234. Texture lookup-dependent texcoords on ATI X1550
  235. How to pass vertex positions to fragment shader
  236. Shader, 1D lookup table
  237. GLSL usage in the industry
  238. Writting to the Stencil of a Depth buffer on a FBO
  239. Regarding Immersive Visualization
  240. Image Texture Resize using glsl
  241. Questions on ARB assembly-level by a newbie.
  242. shader & asynchronous
  243. ARB vertex shader newbie
  244. Uniform vs Vertex Attrib
  245. Rim-Lighting Shader Problem
  246. is vertex interpolated when passing shader?
  247. Displacement shader
  248. glBlitFramebufferEXT with a shader
  249. optimizing pixel count
  250. calculating texel value in vertex shader