I\'m confused about the real differences, if any, between the shader APIs integrated into the GL standard as of GL 2.0, and the shader API in the GL_ARB_vertex_program extension (and friends).
My issue is that I have a (working) orthographic vertex and fragment shader pair that allow me to specify center X and Y of a sprite via \'translateX\' and \'translateY\' uniforms being passed in.I mu
Since GLSL doesn\'t have an include-file option I\'m trying to add this by using a \"#pragma include\" parser.(I want this because I have some generic methods I\'d like to implement only once but migh
I want to apply a pixel shader onto my background sprite, to create some sort of lighting. So i draw a Render Target with the light on it and want to merge it onto the background via the Pixel shader.
I am trying to use my own vertex structure, upload the vertices into a vertex buffer (indices into index buffer, without FVF code), set up the vertex declaration and stream source and use, and draw th
I want to create a blur effect using a fragment shader in OpenGL ES 2.0.The algorithm I am interested in is simply an averaging blur - add all adjacent pixels to myself and divide by 9 to normalize.
I figured out my fragment shader is limited to the pixel dimensions of the OpenGL ES viewport. Could I create an \"offscreen fragment shader\" or rendering environment which has 开发者_JAVA百科a lot
I have many OpenGl shaders. We try to use as many different hardware as possible to evaluate the portability of our product. One of our customer recently ran into some rendering issues it seems that t
I am learning to use shaders in OpenGL ES. As an example: Here\'s my playground fragment shader which takes the current video frame and makes it grayscale:
I\'m following a DirectX Tutorial with very little knowledge of C++ on Visual C++ 2010. I know enough to follow/understand everything up to this far, but now I\'m trying to include a HLSL shader. I ha