I am writing a deferred shader and as one of the first steps, to get familiar with GLSL and using shaders and the framebuffer I am trying to change the color of a mesh through a shader.
I started using GLM library to do mathematics operations over OpenGL 3 and GLSL. I need an orthographic projection to draw 2D graphics, so I writed this simple code:
I am trying to read two different textures in my shader, one for regular texturing, and one bumpmap. However both Sampler2D\'s are reading from the same texture unit. I am setting the uniforms to 0 an
So I\'m working on some pixel shaders for good old emulators li开发者_StackOverflow社区ke Super Nintendo. You have the classic algorithms like HQnx, 2xSaI, etc, and they are definitely written to run
I\'m looking for some pointers on how to implement simple water surface effects in OpenGL ES 2.0.Nothing fancy like reflection or refraction, just a basic ripple/wave effect that modulates over time.P
I have created a shader that works perfectly in Firefox, but in Chrome the fragment and vertex shader cannot be linked. They compile just fine, but at the linking part something goes wrong. I have loc
I want to render depth buffer to do some nice shadow mapping. My drawing code though, consists of many shader switches.If I set glColorMask(0,0,0,0) and leave all shader programs, textures and others
Currently I am learning how to create shaders in GLSL for a game engine I am working on, and I have a question regarding the language which puzzles me. I have learned that in shader versions lower tha
I want to adjust the colors depending on which xyz position they are in the world. I tried this in my fragment shader:
This is a simple question, and I\'m sick of searching the web for the right equation. The main problem is that everyone suggests doing something like this VS: