I am trying to implement a blur filter with OpenGL ES 2.0 on Android. Here is the code i am using: varying highp vec2 fragTexCoord;
I currently have two textures being applied to a single object.Eventually there will be a couple more added to that, but I am having trouble getting the current two to work properly.
How can I profile a GLSL fragm开发者_JAVA技巧ent shader? I\'m using Mac OS X.
I figured out my fragment shader is limited to the pixel dimensions of the OpenGL ES viewport. Could I create an \"offscreen fragment shader\" or rendering environment which has 开发者_JAVA百科a lot
I am learning to use shaders in OpenGL ES. As an example: Here\'s my playground fragment shader which takes the current video frame and makes it grayscale:
I am drawing 开发者_C百科some points using glDrawArrays(GL_POINTS, ...) and I would like to make them smooth round points instead of the squares. I know that there is no fixed function pipeline in Ope
I have the following fragment shader. varying highp vec2 tCoord; void main() { vec4 hc = texture2D(hair, tCoord);
I have the following code in the Fragment Shader: precision lowp float; varying vec2 v_texCoord; uniform sampler2D s_texture;
How to transfer data from vertex shader to fragment shader without changes? I need to say to the vertex p开发者_运维知识库ixels that they have this color. This color I can obtain only in the vertex sh
I have a fragment shader which is doing a for loop with the number of passes passed in as a uniform int variabl开发者_运维百科e.