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  1. Number of pixels in a fragment - possible to calc?
  2. Reconstruct normals from depth buffer
  3. default shader variable passing
  4. Is sampler2DRect really necessary ?
  5. PCSS / CSM and TEXTURE_COMPARE_MODE
  6. please help, depth texture rectangle in glsl
  7. (0) : fatal error C9999: Bad scope in ConvertLocal
  8. Variable data in fragment shader
  9. Varying Variable Issue
  10. shaders with samplerCube -> all is black
  11. vertex_program_arb usage?
  12. Writing color and depth in GLSL 1.40
  13. no use of "gl_Vertex": attributes start at index 0
  14. I want to learn GLSL....
  15. Array shader output variables
  16. (gl_)Normal question :D
  17. Decide a pixel's color based on its position?
  18. Texture in GL3.2 only shows up black - help please
  19. Samplers inside structs
  20. compiler warning
  21. Auto derivative problem for Nvidia GPU (ATI is OK)
  22. Anti Aliasing Inside a Shader
  23. Problem with #version
  24. Best reporting method for NVidia GLSL/driver bugs?
  25. how to load and bind a texture?
  26. Billboard Shader Issues
  27. 32-bit channel texture
  28. indexing array using non-literal, not always ?..
  29. asynchronous compilation
  30. generally + lights
  31. ARB to GLSL Conversion
  32. Coding vertex position to texture
  33. changing back face to front face in vertex shader
  34. using GLSL to create new GL primitives
  35. Thoughts on simplified 2D solid+wireframe scenario
  36. Blowing up Pointsizes ehem...
  37. glsl debugging problem
  38. glGetUniform bug on NVIDIA
  39. Q:execution times of vertex/pixel shader
  40. warning: no vertex attribute zero
  41. Limitations on texture lookup in vertex shader?
  42. screen space to world position using depth texture
  43. GLSL refract problem [SOLVED]
  44. Parallel use of Vertex-Shader + GL-transformations
  45. Shader fails totally (but no error) on changes
  46. gl_FrontFacing & Intel Cantiga
  47. vector equality
  48. Why a program can have more than one shader?
  49. ati radeon 4850 - mat4 array limitations
  50. Wireframe GLSL Shader?
  51. worldspace vertex position from depth buffer
  52. Skin shader?
  53. Set user custom integers to locations
  54. Multiple uniform blocks
  55. uniform location problem
  56. Texture access in Vertex Shader slow?
  57. unlimited number of lights, how?
  58. wrong array indexing on ATI HD4670
  59. Depth peeling problem
  60. ARB shading, varying parameters
  61. Strange moire artifacts in specular
  62. how to check for backface in fragment shader
  63. Basic GLSL: Light Position relative to object
  64. GLSL upward or backward Compatibility
  65. Pass-through geometry shader warning
  66. Packing multiple floats into a single float value
  67. GLSL: vertex world space position when glRotatef..
  68. Write depthbuffer from texture
  69. 1D Perlin Noise
  70. Trouble packing depth into color texture
  71. texture3D integer indexing
  72. implementing bilinear pcf for shadows by hand
  73. Samplers and GL_TEXTURE_LOD_BIAS_EXT
  74. Rendering to a FBO values are clamped
  75. GLSL: Default GL Fragment and Vertex Shader
  76. texel formula
  77. GLSL 1.50, Geometry Shader AND Object Picking
  78. Weird slow down with array index
  79. Newbie question - skinning
  80. I need updated OpenGL Alpha2 Raster file - Gaming
  81. Drawing to a texture
  82. Comparing Depth in Fragment Shader
  83. Help with opengl es 2.0 light
  84. AMD shader linkage issue
  85. glCompileShader causing glibc free invalid next?
  86. cube map help please
  87. variance shadow mapping problem
  88. Shaders not supported, have GLEW / GLEXT?
  89. transform question
  90. Vertex Vs Geometry Shaders
  91. newbie, inout function
  92. glGetUniformLocation returns -1? Texture in shader
  93. use of uniform sampler2D in frag shader
  94. Getting vertex information after a Vertex Shader?
  95. rotate normals with vertices
  96. shaders and speed
  97. GLSL ShadowMap
  98. GLSL bug on ATI hardware
  99. FBO vs back-buffer?
  100. Generating and drawing a circle
  101. GLSL normal map
  102. shader calculation
  103. Is this optimal? (two texture reads)
  104. really weird glUniform error with matrices
  105. Shaders problems on Ubuntu Remix (eeepc)
  106. Simply Texturing
  107. Improved error reporting
  108. Tools/IDE for authoring GLSL shaders
  109. Vertex position in fragment shader
  110. Simple GLSL program crashes
  111. Bump mapping not working / How to Debug GLSL
  112. Texture arrays and framebuffer attachment points
  113. Shadow Mapping: Debugging Help
  114. Geometry Shader Question
  115. Layers shader OK left - right, rubbish up - down
  116. ATI, uniform initializers and explicit gradients
  117. question about color composing using GLSL
  118. Best way to implement a Shader Class
  119. Bindless Textures
  120. GLSLdemo of Orange Book can't build sucessfully
  121. Multiple Shaders
  122. Multitexturing woes
  123. -vPosition.z vs. length( -vPosition.xyz )
  124. Passing data from several vertex shaders
  125. Shader behaviour in WindowsXP / Vista / Win7
  126. Varying parameters
  127. Ugly per Vertex/Fragment Lighting
  128. Please help!! GLES shader won't compile on iphone
  129. How to debug varying variable in fragment shader
  130. Depth buffer to depth texture
  131. Does gluLookAt hate GLSL lighting ?
  132. openGL/GLSL Projection matrix
  133. only using glVertexAttribPointer
  134. how can I get shader srccode after #preprocess?
  135. Offset a vector by another vector
  136. Depth buffer to Z distance
  137. OpenGL 3.1 and Geometry Shaders
  138. Garbled 1D-texturing on lines due to if-else??
  139. texelFetch on sampler2DMS not avaliable on ATI
  140. glDrawElements .. How to draw multiple objects?
  141. glGetUniformLocation returns -1 for exisitng unifo
  142. Problems with uniform blocks
  143. GL_MODELVIEW_MATRIX vs. gl_ModelViewMatrix
  144. glsl grammar question
  145. direct access to buffer objects from shader
  146. Using GLSL to realize intensive computations?
  147. Calculate differences between two neighbour texels
  148. inaccurate texture sampling
  149. can i write glsl code in .cg/.cgfx file?
  150. Calculate Normal From Position Texture
  151. Emulating glShadeModel( GL_FLAT )?
  152. Getting the pixels "behind" an object
  153. Constant vec3 array - no go
  154. Sampler2DMS and texelFetch()
  155. Deferred light position problem
  156. Odd GLSL loop breakout behavior
  157. smooth/noperspective for Dummies?
  158. Lights in the shadow
  159. Fast algorithm to get distance to the light.
  160. Info log error: "Validation failed..."
  161. Lighting problem
  162. Can someone clarify fwidth()
  163. glGetShader wierd behavior
  164. Using "core" Geometry shader in 3.2
  165. Color Lookup Tables and Filtering
  166. Model Matrix possible at all?
  167. texelFetch() + modulo or texture() + GL_REPEAT
  168. Conditionals in a Fragment Shader
  169. The new stuff
  170. Google Summer of Code proposal
  171. Share data between shader programs
  172. glGetShaderiv shows false in compile status
  173. How to create a node based shader editor?
  174. GLSL 1.5 mat4 inverse
  175. How to use multiple texture buffers?
  176. GLSL woes
  177. Detecting the hardware acceleration of a shader
  178. FLT_MAX in GLSL
  179. Texture Fragment Shader Won't Obey Transparency
  180. GLhalf [ 8 ] -> glVertexAttribPointer?
  181. problems with my raytracer / Phong Illuminat
  182. OpenGL shader not loading (beginner)
  183. Array Depth Texture Help
  184. light shader cg and opengl
  185. incorrect specular while using normal map
  186. gl_ModelViewMatrix in 1.50
  187. luminance-alpha and glsl ?
  188. UBO with arrays acting weird
  189. cg and opengl
  190. anisotropy ?
  191. problem withgeomtry shader and core 150
  192. Integer lookup textures
  193. Refraction shader
  194. Varyings in Geometry shaders
  195. Varying variables cause massive framedrops
  196. Derivatives (dFdx/dFdy) not available on ATI (VSM)
  197. Newish to GLSL & 2 pcs different results?
  198. Accurately count number of uniforms used
  199. Hardware limitation reached, can only emit 78 vert
  200. Same texture from multiple samplers?
  201. GLSL versions
  202. Construct a uniform 3x3 Matrix
  203. GL_RGB32F or GL_LUMINANCE32F_ARB?
  204. Two Pass Filtering? What's the 1st pass result?
  205. Displacement of a particle in vertex shader
  206. Picking with shaders
  207. Deffered Shading
  208. texture2DLod deprecated??
  209. Heavy shader, can be optimized by splitting quad?
  210. Relative Cost of Function Calls
  211. Fast, accurate versions cos and sin using normals?
  212. Uniform definition in different GLSL versions
  213. gl_Position Pixel-shift
  214. GLSL PS1.3 fur shader, convert to PS2.0
  215. Get Time
  216. tessellation and per triangle index in gs
  217. Migrating from XP to Win7x64 - UBO error
  218. Using gl_VertexID as an array index?
  219. Best to pre-calc in the vertex shader or fragment?
  220. gl_FragDepth portability issues?
  221. ext doesn't work although supported
  222. ATI weirdness
  223. glCreateProgram(ARB)-->Segmentation fault
  224. Replacing Built-in Attribs
  225. Parallax Occlusion Mapping with GLSL
  226. getting specific LoD or bias with texture2DGrad()
  227. branch vs 1x1 fetch vs shader state change...???
  228. glCreateShaderObjectARB() and mesa problem
  229. Shaders do no give the right effect? Beginner
  230. Generic attributes state in shaders
  231. color mapping shader card-specific bug
  232. GLSL 1.4 and gl_ModelViewProjectionMatrix
  233. Maximum number of texture fetches in shader?
  234. Texture sampler in vertex shader?
  235. strange lighting
  236. Image to View Space
  237. OGL3.2 & GL_EXT_geometry_shader4
  238. How to initialize Vec3 Array
  239. Performance hit & glUniform
  240. HIi/Lo part of unsigned int
  241. NVIDIA pragma strict on
  242. need glsl experts for game.
  243. simple texture
  244. Building G buffer
  245. Central-Difference Shader Problem?
  246. GLSL 4 Tutorials for beginners?
  247. another ATI transform feedback issue
  248. 3d texture shader
  249. packing floats to various bit depth targets
  250. Keep unused shader variables for debugging?