I\'ve been wondering whether it is possible to have an array of sampler2D in a GLSL 1.5 vertex shader.
I was wondering if there is support in the newer shader models to read-back a pixel value from the target framebuffer. I assume that this is alrdy done in later (non-programmable) stages in the drawin
I\'m attempting to plot an iterative function in OpenGL ES. An array of ints is being updated with how often a given pixel is hit by the iterative function. I\'d like to pass this density array to a f
I am trying to get Ardor3D\'s terrain system to work on SM3.0 hardware. The current GLSL fragment shader uses a uniform vec2 array to pass an array of xy coordinates into the fragment shader.
I\'m trying to render a simple textured quad in OpenGL ES 2.0 on an iPhone. The geometry is fine and I get the expected quad if I use a solid color in my shader:
I\'m looking for a way to draw something similar to these \"knobs\" with an GLSL shader I only want to draw the coloured circles, and my application is not for a knob rather开发者_高级运维 a funky
I am trying to create an OpenGL fragment shader that converts a normal image to an image that contains fish eye effect. This is what i mean by fish eye affect (http://www.marcofolio.net/photoshop/crea
This question already 开发者_开发问答has answers here: Closed 12 years ago. Possible Duplicate: C/C++, can you #include a file into a string literal?
As we all get to know eventually, the specification is one thing and the implementation is another. Most of bugs we cause ourselves, but sometimes that\'s not the case.
I have a rather simple fragment shader with a branch and I\'m a bit unsure how it is handled by the GLSL compiler and how it would affect performance.