So, the standard way to transform vertices and then pass to the fragment shader in GLSL is something like this:
This question already has answers here: 开发者_JAVA百科 What are Vertex and Pixel shaders? (6 answers)
I\'m developing an Android applica开发者_如何学Ction. I have the following vertex shader. \"attribute vec4 vertexPosition;
Is it possible to read from a texture in a vertex shader wi开发者_StackOverflow中文版th WebGL? I wrote a WebGL page (just to try it out) and used Chrome 7 to test it. As soon as I upgraded to Chrome
Is it possible to apply a filter to the geometry data that is to be rendered using Compute Shader and then use the result as an input buffer in the Vertex Shader? That would save me the trouble (&
I do not understand why the following two shaders produce different results when I render a vertex buffer with x coordinates equal to zero:
I\'m playing about with some vertex and fragment shaders using Cg on my little netbook (running Linux). Clearly I\'m going to frequently hit resource limits for my graphics controller, so was wonderin
I have a vertex shader (2.0) doing some instancing - each vertex specifies an index into an array. If I have an array like this:
In HLSL, is there any way to limit the number of constant registers that the compiler uses? Specifically, if I have something like:
Is it possible to set the color of a single vertex using a GLSL vertex 开发者_Python百科shader program, in the same way that gl_Position changes the position of a vertex ?For versions of GLSL prior ve