At the moment i just do: someuniform1 = glGetUniformLocation(MyShaderName, \"someuniform1\"); someattribute1 = glGetAttribLocation(MyShaderName, \"someattribute1\");
So what is simple - crossplatform C++ library for compiling and running GLSL shaders from sourceand emulating videocard if needed. Generally I want to give it shader and data and be capable to run it
I am trying to use <开发者_开发问答<and >> operations within my GLSL shader (to unpack int from byte texture). However, if I use them, shader stop working and compiler write no error. Othe
I\'m tweaking the shader examples in OpenGL Superbible 2010 to learn about shader usage. I wanna change the red component of a directional light that\'s passed as a uniform to a diffuse light shader
So, the standard way to transform vertices and then pass to the fragment shader in GLSL is something like this:
I am trying to port the Orange Book brick shader to OpenGL ES 2.0 and I am running into problems with the lighting.With out the lighting I see the bricks, but with it the shape is just black.
The WebGL Shader Language (GLSL) is a very powerful tool for multidimensional vector mathematics. Is there any possibility to use that power from JavaScript (running in 开发者_运维问答web browser) f
I\'m trying to make bilinear color interpolation on a quad, i succeeded with the help of my previous question on here, but it has bad performance because its requires me to repeat glBegin() and glEnd(
I try to compile shader in a book: Opengl es 2.0 programming guide- chapter 10 - linear fog by both RenderMonkey and Visual studio 2008
I can render triangular gradient with simply just one triangle and using glColor for each corner. But how to render perfect rectangular gradient? I tried with one quad, but the middle will get ugly s