I\'m looking for a quick and dirty, very efficient edge detection shader or edge mesh for a video application. Since this will be done on a mobile device, I need something that places performance over
How can I per开发者_Go百科form the following image processing tasks using OpenGL ES 2.0 shaders?
In the vertex shader program of a WebGL application, I am doing the 开发者_JAVA技巧following: Calculate gl_Position P using a function f(t) that varies in time.
I want to write to the OpenGL depth buffer only if the current pixel has an alpha > 0.5 how to do that?
I have the following GLSL vertex shader: attribute vec3 开发者_运维百科a_vTangent; attribute vec3 a_vBinormal;
I\'m starting to play with OpenGL and I\'d like to avoid the fixed functions as much as possible as the trend seems to be away from them.However, my graphics card is old and only supports up to OpenGL
Hi I\'m doing fractal work using GLSL, and I need to use the \"for\" instruction. Is is better (performance-w开发者_如何学Cise) to do a for instruction n times, or to redirect the ouput of the shader
I know it is common for mobile phones to not support \'precision highp float\' in fragment shaders, but are there any desktop or laptop GPUs that don\'t support it?In other words, if I\'m only writing
I\'m getting an \"invalid operation\" error when trying to use glUseProgramObjectARB and I have no idea why.
After a few days of getting my GLSL vertex shader to display the vertices correctly, I\'ve now moved onto lighting! My understanding of openGL lighting/normals isn\'t great by any stretch of the imagi