I am a bit of a beginner with this stuff also. I have concluded that any opengl program will have to have a degree of complication. Especially applying textures with a shader. But I found the OGLdev tutorial to be quite useful: google ogldev atspace

PS If you find a good source for the shader language, I would like to hear about it.

Unless I misunderstand your question. Are you trying to use the graphics card to do math? For that basic idea the NVIDIA Cuda cores work like this:

```
// from NVIDIA even-easier-introduction-cuda/
#include <iostream>
#include <math.h>
// function to add the elements of two arrays
// CUDA Kernel function to add the elements of two arrays on the GPU
__global__
void add(int n, float *x, float *y)
{
for (int i = 0; i < n; i++)
y[i] = x[i] + y[i];
}
int main(void)
{
int N = 1<<20; // 1M elements
std::cout << "N: " << N << std::endl;
//float *x = new float[N];
//float *y = new float[N];
// Allocate Unified Memory -- accessible from CPU or GPU
float *x, *y;
cudaMallocManaged(&x, N*sizeof(float));
cudaMallocManaged(&y, N*sizeof(float));
// initialize x and y arrays on the host
for (int i = 0; i < N; i++) {
x[i] = 1.0f;
y[i] = 2.0f;
}
// Run kernel on 1M elements on the CPU
//add(N, x, y);
// Run kernel on 1M elements on the GPU
add<<<1, 1>>>(N, x, y);
// Wait for GPU to finish before accessing on host
cudaDeviceSynchronize();
// Check for errors (all values should be 3.0f)
float maxError = 0.0f;
for (int i = 0; i < N; i++)
maxError = fmax(maxError, fabs(y[i]-3.0f));
std::cout << "Max error: " << maxError << std::endl;
// Free memory
cudaFree(x);
cudaFree(y);
//delete [] x;
//delete [] y;
return 0;
}
```