OpenGL   OpenGL: GLSL


Topic Replies Activity
About the OpenGL: GLSL category 1 March 17, 2019
Hue shift shader not playing nice on IOS only? 1 November 21, 2019
WebGl shader: Arrays in and out of shader and bitwise operations 1 November 20, 2019
Optimizing texture fetches with higher mip levels 2 November 17, 2019
Surface normals for a height field 4 November 13, 2019
Gaussian blur without vertex shader? 7 November 13, 2019
Need more than max possible size of uniform value arrays in fragment shader 3 November 9, 2019
HW discourse: texture interpolation of color by average, alternatives? 15 November 3, 2019
What is wrong when add hdr effects shader to Image? 2 November 2, 2019
Cascaded shadow map bug between splits 11 February 24, 2012
Extremely different behaviour between vec3(0.9999, 1.0, 1.0) and vec3(1.0, 1.0, 1.0) 6 November 1, 2019
Simples Shader - Using Default variables 3 October 31, 2019
Frag shader doesn’t appear to function 5 October 31, 2019
Strange shader compilation error 2 October 29, 2019
Orange Book in 2019 still suitable? 9 October 29, 2019
GLSL tips and where to get started 6 October 28, 2019
Problems with If statement 3 October 12, 2019
How models can edge highlight shaders? 2 October 10, 2019
Error with custom line renderer and w homogeneus coordinate 5 October 8, 2019
Targetting SPIR-V under OpenGL + Bindless Textures 1 October 2, 2019
Difference between casted vec and ivec 8 September 16, 2019
Repeat Tile From Texture Atlas 6 September 1, 2019
Shader development (from basic to advanced) 1 August 26, 2019
Texture sampling default return value specification (GLSL 4.6) 3 July 18, 2019
Matrix into Colour Map 1 July 17, 2019
fast math on a vectors components 12 July 15, 2019
Why use the -0.001 In this vel = clamp(vel, -id, -0.001) code? 1 July 12, 2019
Terrain editing brush indicator 3 April 6, 2019
Multiple draw buffers and single write 3 July 8, 2019
How to add a Specular Map on this specific OpenGL 2.0 Normal/Parallax Shader 5 July 6, 2019