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  1. Q to NV
  2. Toon shading with vertex program
  3. GlSlang Examples
  4. ___ CG ___
  5. GLslang in ATI 6.14.10.6404
  6. Crashes compiling glslang
  7. Multiple shader objects in a program
  8. glSlang parameter binding
  9. GlSlang Shader Designer
  10. Inverse Modelview
  11. Future Ideas For GLslang
  12. Can I assign a tangent/bonormal vector to a vertex?
  13. GLslang
  14. Problems with Fragment Shader and Texture indirections on Radeon
  15. Noisefunctions - Will they ever be supported in current HW?
  16. GLslang: no reuse of shader objects in other program objects?
  17. shaders parameters
  18. Getting Uniform Locations
  19. Position Invariance Issues
  20. please help me......
  21. Need in cg->GLslang convertor!
  22. got any tutorial?
  23. Any ideas when Nvisia will release their OpenGL drivers that include GLSL ?
  24. invalid swizzle for scalar op
  25. Atmospheric scattering in GLSL
  26. GLSLang Designer
  27. Clipping planes with Cg
  28. newbie (stupid) question
  29. Vertex Attrib Array with OGLSL2
  30. GL_*_program_ARB lexical question
  31. opengl fragment shaders...
  32. GeForceFX RFL instruction
  33. Semantics for GLSL?
  34. Is GLslang a scalar language?
  35. GLSLang Designer beta version Ready
  36. GPU assembler or GLSL
  37. Problem with gl_FragCoord
  38. FP for texture mapping radial data???
  39. ARB program generic vertex attributes importance
  40. glslang problems
  41. Array size limit for glslang?
  42. AARG!! glShaderSourceARB
  43. compatibility between glslang and video cards and advantages
  44. Beginning development: GLSlang to ARB_vp and ARB_fp compiler
  45. Uniform*fvARB const correctness
  46. silly ARB parameter passing question
  47. gl to uniform parameter binding semantics
  48. Strange crash of glUseProgram
  49. Need an example.
  50. Activating GLSL extensions in ForceWare 56.53 & 56.54 drivers
  51. OGSL Compiling errors
  52. soft emulator necessary in the driver for GLSL?
  53. texture matrix + texture rect + fragment shader
  54. Sharing uniforms between Programobjects
  55. glsl compiler bug ?!
  56. Generic vertex attributes
  57. Ho do you do fog on a ARB_vp?
  58. ATi GLSL/VBO bug (4.1)
  59. Skinning with GLSL (9700 Pro, cat 4.1)
  60. Looking at Ashli again.
  61. gl_LightSource[0].position
  62. Light coordinates between OpenGL and GLSL.
  63. uniform arrays
  64. vertex-buffers and vertex-program
  65. Texture bug?
  66. implementing a material shader system using glSlang
  67. Mac support of GLSL?
  68. ATI Ashli & GLSlang render path
  69. glSlang linux status ?
  70. Conditional shader compile
  71. Full VP & FP
  72. Sort'a starting GLSL
  73. 3Dlabs compiler
  74. GLSL Fresnel, can't find whats wrong...
  75. more newbie doubts on vp&fp: how many of em needed?
  76. GLSlang and resource virtualization
  77. Sampler information
  78. Examples? ... GLSL newbie ... experienced Cg'er
  79. shader feedback for collision and other non-graphical uses
  80. GLSL Getting Started Tutorial out there?
  81. Too tough for FX?
  82. glCompileShaderARB memory leak ?
  83. GLSL and MRT
  84. GLEW 'bug' in glslang extensions
  85. Stupid newbie question about sampler2D
  86. Problem using generic attributes
  87. sampler parameters: bind texture object id OR bind texture unit
  88. inverse and transpose of matrices in glSlang state
  89. getting uniform variable location
  90. [Q] - GLSL lighting...how?
  91. My first post!
  92. noise function, can't compile it!
  93. new to osl: how to compile ?
  94. Entry-Points
  95. NVidia: MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB == 4
  96. GL_ARB[NV]_vertex_program
  97. Pixel vs. Fragment Shader
  98. Enabling Lighting & ARB vertex program
  99. assembler problem... and...
  100. Looking for the complete SDK
  101. 2 questions: sqrt and opengl languages
  102. if/then/else and for statements
  103. where does my assembler rotten?
  104. Which cards support GLSL under Linux?
  105. How to get around limitations of glslang on Radeon 9700
  106. Order of linear algebra in GLSL
  107. Pixel Shading with Fixed T&L?
  108. depth value in a fragment program
  109. dumping registers values in output
  110. opengl versions...
  111. How to track a matrix to the NV_fragment_program?
  112. non-constant array indices for uniforms...
  113. tangent vector in bump mapping
  114. return in fragment shader and linking multiple fragment shaders
  115. New Order Independent transparency idea..
  116. Beginning OpenGLSL
  117. Multiplatform
  118. glsl generic vertex attributes
  119. Specular wrong
  120. fragment program - assembly specs
  121. debug fragment/vertex programs
  122. glsl automatic generic attributes binding
  123. MDL and GLSL
  124. My pity GeForce4
  125. Simple ARBfp1.0 question (with SGE)
  126. ATI: no hardware support for gl_FragCoord ??
  127. accessing frame buffer
  128. Bricks shader doesn't work!!! ;-(
  129. [OT] 3DLabs OpenGL Shading language seminar in Munich on April 22nd,who's going there
  130. GLSL binding "constants" suggesstions
  131. 56.72 drivers work
  132. Problem converting to Vertex/Fragment shaders
  133. Shader Designer
  134. fragment shader lenght : ATI vs nVidia
  135. Advanced Shader book
  136. Projected texture in Glslang
  137. Tom's GLSL new demo
  138. Different shading results in ATI Cat 4.4 and NV FW 57.10
  139. [question] texture handling in fragment shader
  140. saturate() ???
  141. light projection matrix for shadows
  142. generic vertex attrib
  143. Portability
  144. Open thread for language extension poll responses
  145. Noise functions
  146. Varying variables
  147. GLSL, ShaderModel 3.0 etc.
  148. Light states variables
  149. glslang on geforce3?
  150. normalize, textureXD textureXDProj
  151. glslang on ATI Radeon 9800SE
  152. OpenGL Shader Designer ready for download
  153. More than 3 texture3D lookups hangs application
  154. object-space location of the camera
  155. multi pass shaders ?
  156. gforce4 mx 440 8x , cg and shading language
  157. Refraction in GLSL
  158. ATI: no hardware support for dfdx, dfdy?
  159. built-in attributes and nvidia 56.64
  160. how many textures available in glslang fragmentprogam?
  161. gl_FBColor and GL_BLEND
  162. rendermonkey
  163. Standard Error Information
  164. crash with gl_MultiTexCoord[1], gl_MultiTexCoord[2]
  165. tutorials and passing?
  166. Packing a float into an RGB-value
  167. OpenGL Courses in Europe
  168. bound textures?
  169. texture*Lod() functions
  170. glGetUniformLocationARB
  171. transpose
  172. new function suggestions
  173. Bugs in NV's GLSL implementation
  174. texture indirections
  175. GLSL and NV ARB extensions
  176. eye vector
  177. OpenGL Shaders in a scene graph
  178. bind tangent array?
  179. PS 3.0
  180. shaders for imaging: compiler error
  181. Global persistent vars
  182. shaders for imaging workaround problem
  183. multipass shader
  184. Base fixed function shaders?
  185. really need help
  186. different textures ...
  187. uniform int array[]
  188. matrix from gl to glsl
  189. lighting bug in catalyst 4.4???
  190. sampler2d
  191. glPushAttrib()/glPopAttrib() and uniforms
  192. Catalyst 4.5 and glSlang == crash ?
  193. GLSL & VBO
  194. How do you know if a vertex program is executed in hardware?
  195. Shader Light Array
  196. free standalone glsl compiler
  197. Texture Images usage in glsl
  198. Accessing texture data
  199. Parallax mapping trouble!
  200. gl_TexCoord[] indexing
  201. struct trouble
  202. Floating Point textures in Cg
  203. problem with glPush/PopAttrib on ATi glslang (cat4.5)
  204. inverse MV matrix
  205. gl_FragCoord
  206. Accessing texture data (another one...)
  207. Texture matrices in GLSL
  208. Bilinear interpolation texture rendering
  209. Uniform in GLSL
  210. for/while statements
  211. Paletted texture
  212. Accessing array elements
  213. lighting...
  214. Using RECT textures in GLSL? (nVidia specific)
  215. gl_PointSize
  216. lighting....again....
  217. SAMPLER_2D type for glGetActiveUniform on geforce?
  218. Altering texture coordinates in a cg shader
  219. Vertex/fragment glsl shader performance question
  220. attribute and varying interrelation
  221. Please improve the glSlang spec !
  222. ARB_vertex_program doesn't want to be compiled for Radeon
  223. a couple of simple questions
  224. texturing and precision (fp32, pf16...)
  225. temporaries and env parameters in ARB_fp?
  226. really mysterious gl_TexCoord[0] in fragment shader
  227. textureCube
  228. Multitexturing
  229. vec3 R; int i = 2; R[i] .. will it be supported ???
  230. fragment lighting
  231. Custom varying variables.
  232. Getting Started
  233. GLSL vs. CG: linking shaders on the fly?
  234. retriving camera position
  235. color sum in fragment program
  236. A simple question
  237. Complains regarding GLSL limitations
  238. Ashli SDK package (unofficial)
  239. Texture rotation
  240. Problem with cubemap fetch
  241. Compiled source
  242. glsl2vpfp ?
  243. Problem reading from multiple textures
  244. quicker texture access
  245. GL_EXT_Cg_shader
  246. anisotropic lighting
  247. is updating uniforms quite slow?
  248. fragment shader in software ...
  249. 16 bits unsigned texture
  250. Image special effects