I am trying to pass in an array of vec2 to a fragment shader but i can\'t seem to work out how. In my application i have the following array.
Currently I\'m using glUseProgramObjectARB(ProgramObject); and glUseProgramObjectARB(0); But it doesn\'t switch back properly,and gives me an “invalid operation glError” along these lines
Relating to my previous two questions I\'ve spent a week attempting to figure out how to run multiple shaders against a core video buffer. I know what I need to do but I, frankly, can\'t get the code
I\'m wanting to port some image processing work to OpenGL for performance using OpenGL ES. I\'ve got a very simple thresholding algorithm in place but I\'d like to combine additional filters to the im
In the simulator I don\'t get any issues when testing under 3.2, however, on the device the texture doesn\'t show up. Under 4.2 it works fine, both in simulator and the device.
I cant figure out, how to get with OpenGL ES 2.0 similiar Results to OpenGL ES 1.1. I want to use actually a Sampler2D (to blend my texture with Alpha Channel to the Framebuffer) and also set an Color
I want to adjust the colors depending on which xyz position they are in the world. I tried this in my fragment shader:
I\'m writing a simple WebGL program. I\'m stuck with a strange behavior in a shader program: condition ( 1.01 * 2.0 > 1.0 ) evaluates to true but
This question already has answers here: 开发者_JAVA百科 What are Vertex and Pixel shaders? (6 answers)
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