Is there a way to use vertex/fragment shader 2.0 in assembly form just like ARB VP/FP 1.0, instead of having to use them through a higher level langauge like glslang ?
What do you mean with “2.0 shaders”? OpenGL is not DirectX. Everything you can code with glslang can be also coded with ARB_*_program(more or less)
If you mean using ARB assembly with shader extensions - the answer is no.
( I tried to edit my previous post, but there is a bug with a forum)
I mean, you can’t use loops (unless you unroll them) and you can’t access textures in vertex programs … stuff like that.
Also, trig functions …
are there any assembly instruction that would allow that ? or has the ARB_VP 1.0 been upgraded to allow for additional instructions to support additional functionality ?
There is no actual hardware that can access textures in a vertex shader. You can use loops with GeforceFX(NV_vertex_program2) - same for SIN, COS.
And please don’t cross-post!
[This message has been edited by Zengar (edited 02-18-2004).]