Virtual shader functions

this glsl business is really growing on me. i guess it’s an acquired taste. i was initially playing with the arb extensions but the core api is much cleaner. like, where the heck have i been?

but yeah, that link is the general idea. heck, you could implement that fairly easily in glsl. as far as i can tell, glsl only lacks the connection semantic, which lets you communicate variables across shader fragments without the need to know variable names (don’t think that’s even used in that link anyways). i need play with this some more…

p.s. got a demo of your water thingy? :slight_smile:

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