View Full Version : OpenGL: GLSL
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- Q to NV
- Toon shading with vertex program
- GlSlang Examples
- ___ CG ___
- GLslang in ATI 6.14.10.6404
- Crashes compiling glslang
- Multiple shader objects in a program
- glSlang parameter binding
- GlSlang Shader Designer
- Inverse Modelview
- Future Ideas For GLslang
- Can I assign a tangent/bonormal vector to a vertex?
- GLslang
- Problems with Fragment Shader and Texture indirections on Radeon
- Noisefunctions - Will they ever be supported in current HW?
- GLslang: no reuse of shader objects in other program objects?
- shaders parameters
- Getting Uniform Locations
- Position Invariance Issues
- please help me......
- Need in cg->GLslang convertor!
- got any tutorial?
- Any ideas when Nvisia will release their OpenGL drivers that include GLSL ?
- invalid swizzle for scalar op
- Atmospheric scattering in GLSL
- GLSLang Designer
- Clipping planes with Cg
- newbie (stupid) question
- Vertex Attrib Array with OGLSL2
- GL_*_program_ARB lexical question
- opengl fragment shaders...
- GeForceFX RFL instruction
- Semantics for GLSL?
- Is GLslang a scalar language?
- GLSLang Designer beta version Ready
- GPU assembler or GLSL
- Problem with gl_FragCoord
- FP for texture mapping radial data???
- ARB program generic vertex attributes importance
- glslang problems
- Array size limit for glslang?
- AARG!! glShaderSourceARB
- compatibility between glslang and video cards and advantages
- Beginning development: GLSlang to ARB_vp and ARB_fp compiler
- Uniform*fvARB const correctness
- silly ARB parameter passing question
- gl to uniform parameter binding semantics
- Strange crash of glUseProgram
- Need an example.
- Activating GLSL extensions in ForceWare 56.53 & 56.54 drivers
- OGSL Compiling errors
- soft emulator necessary in the driver for GLSL?
- texture matrix + texture rect + fragment shader
- Sharing uniforms between Programobjects
- glsl compiler bug ?!
- Generic vertex attributes
- Ho do you do fog on a ARB_vp?
- ATi GLSL/VBO bug (4.1)
- Skinning with GLSL (9700 Pro, cat 4.1)
- Looking at Ashli again.
- gl_LightSource[0].position
- Light coordinates between OpenGL and GLSL.
- uniform arrays
- vertex-buffers and vertex-program
- Texture bug?
- implementing a material shader system using glSlang
- Mac support of GLSL?
- ATI Ashli & GLSlang render path
- glSlang linux status ?
- Conditional shader compile
- Full VP & FP
- Sort'a starting GLSL
- 3Dlabs compiler
- GLSL Fresnel, can't find whats wrong...
- more newbie doubts on vp&fp: how many of em needed?
- GLSlang and resource virtualization
- Sampler information
- Examples? ... GLSL newbie ... experienced Cg'er
- shader feedback for collision and other non-graphical uses
- GLSL Getting Started Tutorial out there?
- Too tough for FX?
- glCompileShaderARB memory leak ?
- GLSL and MRT
- GLEW 'bug' in glslang extensions
- Stupid newbie question about sampler2D
- Problem using generic attributes
- sampler parameters: bind texture object id OR bind texture unit
- inverse and transpose of matrices in glSlang state
- getting uniform variable location
- [Q] - GLSL lighting...how?
- My first post!
- noise function, can't compile it!
- new to osl: how to compile ?
- Entry-Points
- NVidia: MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB == 4
- GL_ARB[NV]_vertex_program
- Pixel vs. Fragment Shader
- Enabling Lighting & ARB vertex program
- assembler problem... and...
- Looking for the complete SDK
- 2 questions: sqrt and opengl languages
- if/then/else and for statements
- where does my assembler rotten?
- Which cards support GLSL under Linux?
- How to get around limitations of glslang on Radeon 9700
- Order of linear algebra in GLSL
- Pixel Shading with Fixed T&L?
- depth value in a fragment program
- dumping registers values in output
- opengl versions...
- How to track a matrix to the NV_fragment_program?
- non-constant array indices for uniforms...
- tangent vector in bump mapping
- return in fragment shader and linking multiple fragment shaders
- New Order Independent transparency idea..
- Beginning OpenGLSL
- Multiplatform
- glsl generic vertex attributes
- Specular wrong
- fragment program - assembly specs
- debug fragment/vertex programs
- glsl automatic generic attributes binding
- MDL and GLSL
- My pity GeForce4
- Simple ARBfp1.0 question (with SGE)
- ATI: no hardware support for gl_FragCoord ??
- accessing frame buffer
- Bricks shader doesn't work!!! ;-(
- [OT] 3DLabs OpenGL Shading language seminar in Munich on April 22nd,who's going there
- GLSL binding "constants" suggesstions
- 56.72 drivers work
- Problem converting to Vertex/Fragment shaders
- Shader Designer
- fragment shader lenght : ATI vs nVidia
- Advanced Shader book
- Projected texture in Glslang
- Tom's GLSL new demo
- Different shading results in ATI Cat 4.4 and NV FW 57.10
- [question] texture handling in fragment shader
- saturate() ???
- light projection matrix for shadows
- generic vertex attrib
- Portability
- Open thread for language extension poll responses
- Noise functions
- Varying variables
- GLSL, ShaderModel 3.0 etc.
- Light states variables
- glslang on geforce3?
- normalize, textureXD textureXDProj
- glslang on ATI Radeon 9800SE
- OpenGL Shader Designer ready for download
- More than 3 texture3D lookups hangs application
- object-space location of the camera
- multi pass shaders ?
- gforce4 mx 440 8x , cg and shading language
- Refraction in GLSL
- ATI: no hardware support for dfdx, dfdy?
- built-in attributes and nvidia 56.64
- how many textures available in glslang fragmentprogam?
- gl_FBColor and GL_BLEND
- rendermonkey
- Standard Error Information
- crash with gl_MultiTexCoord[1], gl_MultiTexCoord[2]
- tutorials and passing?
- Packing a float into an RGB-value
- OpenGL Courses in Europe
- bound textures?
- texture*Lod() functions
- glGetUniformLocationARB
- transpose
- new function suggestions
- Bugs in NV's GLSL implementation
- texture indirections
- GLSL and NV ARB extensions
- eye vector
- OpenGL Shaders in a scene graph
- bind tangent array?
- PS 3.0
- shaders for imaging: compiler error
- Global persistent vars
- shaders for imaging workaround problem
- multipass shader
- Base fixed function shaders?
- really need help
- different textures ...
- uniform int array[]
- matrix from gl to glsl
- lighting bug in catalyst 4.4???
- sampler2d
- glPushAttrib()/glPopAttrib() and uniforms
- Catalyst 4.5 and glSlang == crash ?
- GLSL & VBO
- How do you know if a vertex program is executed in hardware?
- Shader Light Array
- free standalone glsl compiler
- Texture Images usage in glsl
- Accessing texture data
- Parallax mapping trouble!
- gl_TexCoord[] indexing
- struct trouble
- Floating Point textures in Cg
- problem with glPush/PopAttrib on ATi glslang (cat4.5)
- inverse MV matrix
- gl_FragCoord
- Accessing texture data (another one...)
- Texture matrices in GLSL
- Bilinear interpolation texture rendering
- Uniform in GLSL
- for/while statements
- Paletted texture
- Accessing array elements
- lighting...
- Using RECT textures in GLSL? (nVidia specific)
- gl_PointSize
- lighting....again....
- SAMPLER_2D type for glGetActiveUniform on geforce?
- Altering texture coordinates in a cg shader
- Vertex/fragment glsl shader performance question
- attribute and varying interrelation
- Please improve the glSlang spec !
- ARB_vertex_program doesn't want to be compiled for Radeon
- a couple of simple questions
- texturing and precision (fp32, pf16...)
- temporaries and env parameters in ARB_fp?
- really mysterious gl_TexCoord[0] in fragment shader
- textureCube
- Multitexturing
- vec3 R; int i = 2; R[i] .. will it be supported ???
- fragment lighting
- Custom varying variables.
- Getting Started
- GLSL vs. CG: linking shaders on the fly?
- retriving camera position
- color sum in fragment program
- A simple question
- Complains regarding GLSL limitations
- Ashli SDK package (unofficial)
- Texture rotation
- Problem with cubemap fetch
- Compiled source
- glsl2vpfp ?
- Problem reading from multiple textures
- quicker texture access
- GL_EXT_Cg_shader
- anisotropic lighting
- is updating uniforms quite slow?
- fragment shader in software ...
- 16 bits unsigned texture
- Image special effects
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