I have a fragment shader that does parallax mapping and lighting computations. I\'ve managed to trace the problem to the sampling of textures and/or lighting computation so I\'ll only post code for th
I want to create a 2d opengles engine to use for my apps. This engine should support a scene graph. Each node of the graph can have it\'s own shader, texture, material and transformation matrix accord
I\'m currently generating geometry rather than importing it as a model. This makes it necessary to calculate all normals within the application.
I must have misunderstood something with shaders: I thought that as you can attach multiple shaders to one program, you\'d be able to simply attach more than one fragment shader, as an example: A cra
I\'m trying to draw circles by using a Vert开发者_如何学Pythonex Buffer Object to draw points with GL_POINT_SMOOTH enabled in OpenGL ES 2.0 on iPhone.
I\'ve looked for a while for an answer for this - but I\'m not having much luck. All I\'m trying to do is pass my normal data into my vertex shader. Positions are passing in correctly, however I\'m re
I have implement the effect and Transition using pixel shader files. When i apply effect and transition separately it working fine, but if i am applying both simultaneously it is not working. How can
Please correct me if I\'m wrong. When using vertex and pixel shaders, we usually provide the code to compute the output gl_position of the vertex shader.
I\'m trying to do my own custom glBlendFunc through fragment shaders, however, my solution is a lot slower than the native glBlendFunc, even 开发者_如何学Cwhen they do the exact blending function.
How can ensure that GLSL shaders are compatible with most modern cards? I\'ve got a software where I use GLSL code from here. But even though I\'ve added #version 120 to the beginning of my final sha