I am currently writing the positions of my geometry to the RGB channels of gl_FragColor and I would like to write 1.0 to the alpha channel if the fragment is part of geometry, and 0.0 if its e开发者_J
GLSL has a full C-style preprocessor. The only thing that does not work is #include. One of the great features is that that you can used #ifdef to comment out functions an开发者_StackOverflow社区d thu
I am trying to add some shaders to my old OpenGL program that draws a lot of GL_POINTS and some GL_LINES.
I am currently working on some raycasting in GLSL which works fine. Anyways I want to go from orthogonal projection to perspective projection now but I am not sure how to properly do so.
I would like to have two pixel shaders; the first doing one thing, and then the next doing something else. Is this possible, or do I have to pack everything into开发者_如何学运维 the one shader?You ca
I\'m trying to figure out the best way to pick informations rendered using shaders. A window manager buffer (the window) is used for outputting rendering. On user event I should pick the geometry rend
I\'m writing a game using OpenGL and I am trying to implement shadow volumes. I want to construct the shadow volume of a model on the GPU via a vertex shader.To that end, I represent the model with a
I have an Ogre material script that defines 4 rendering techniques. 1 using GLSL shaders, then 3 others that just use textures of different resolutions.
I have a small class that allows me to load shaders and use them in my program. I am able to compile the shaders, but when it\'s time to link them, they just don\'t want to. Using glGetProgramInfoLog
I\'m trying to run a GLSL example, but I can\'t. The error is in the line glGetShaderiv(vShader, GL_COMPILE_STATUS, &status开发者_运维知识库); where the program exits. vShader is the file vPhong.