Tag: glsl

27 How can I debug GLSL shaders? 2015-08-07T08:24:33.827

22 Sharing code between multiple GLSL shaders 2015-08-07T12:37:50.097

18 Why does my Perlin Noise look "blocky"? 2016-05-15T17:06:14.197

11 When to disable perspective correct interpolation ( noperspective ) 2015-08-05T10:50:13.490

11 Do I need to rebind uniforms or attributes when changing shader programs? 2015-08-20T20:49:17.700

10 Trying to implement Microfacet BRDF but my result images are wrong 2015-08-09T10:18:03.970

10 Confused with PBR implementations 2017-05-31T16:21:37.193

9 Loop performance in a shader 2016-03-08T15:42:51.960

8 WebGL Omnidirectional Shadow Mapping Issue 2015-12-08T18:48:35.203

8 Eye Parallax Refraction 2016-10-14T12:03:01.897

7 Is there a objective reason for matrix naming conventions? 2016-07-19T18:20:16.133

6 Why is accessing textures much slower when calculating the texture coordinate in the fragment shader? 2015-08-16T13:49:05.607

6 What factors affect which shader language to learn? 2015-08-20T10:52:25.733

6 Shader uniform performance 2015-08-24T16:52:15.143

6 Shadow Mapping artefacts 2015-08-30T15:46:52.053

6 Flat shading for non-planar polygons 2016-01-10T12:25:09.853

6 gamma transform in webGLSL: when already done or yet to be done? 2016-03-15T05:20:10.700

6 Why cant I use `#include` after upgrading my driver 2016-05-29T14:05:33.413

6 Creating an "ink spread" effect with a glsl fragment shader 2016-07-06T18:52:44.217

6 OpenGL specular shading- Gradient banding issues 2016-09-07T19:17:05.367

6 Ray tracing - partial derivatives for texture lookup 2017-11-30T19:45:13.610

5 Can't get output from a GLSL code 2015-10-15T07:33:36.113

5 Methods for grid traversal in a glsl pixel shader? 2016-01-12T22:43:34.653

5 What is the correct way to put different textures on different parts of an object? 2016-12-07T19:08:26.103

5 Texture coordinates are not updating according to the vertex divisor specified 2016-12-25T17:37:20.547

5 What is a good approach for handling uniforms in modern OpenGL? 2017-01-30T19:16:44.263

5 Strange behaviour in vertex shader with divisions 2017-04-27T19:45:51.180

5 What happens to float values written to UNSIGNED_BYTE texture? 2017-07-28T15:04:02.200

5 Double precision in shader 2018-02-12T01:46:30.437

4 How to convert a thread ID into Screen Space Coord in an OpenGL Compute Shader? 2015-10-20T13:38:20.027

4 Indexing gl_TessLevelOuter[] with gl_InvocationID on a tessellation control shader 2015-11-16T22:52:48.660

4 How to set the GLFW OpenGL target? 2015-12-27T23:25:14.957

4 Shadow map projection issue 2016-01-14T22:55:11.760

4 GLSL - Merge two textures 2016-08-21T22:03:49.733

4 Special directional light type 2016-10-03T12:31:13.210

4 Texture coordinates projection 2016-10-30T17:37:47.637

4 Attribute Location in Multiple Shader Programs 2016-11-01T10:57:16.097

4 Exponential shadow maps sampling with PCF for sampler2DShadow instead of sampler2D 2016-12-05T19:59:12.123

4 Binary scene voxelization using imageStore - problem 2016-12-14T23:58:54.283

4 Benchmark GLSL fragment shader 2017-01-03T01:38:46.377

4 Special Texture Stretching without deformation 2017-04-21T14:23:35.873

4 Phong shading in OpenGL: line of light from the center of the world 2017-05-05T19:43:44.567

3 Clearing but not drawing objects 2016-03-13T11:40:41.090

3 Guidance with Sphere-Map calculation in GLSL 2016-03-14T18:38:52.403

3 Why is my fragment shader not showing any colors? 2016-06-22T04:38:08.857

3 mapping 3d texture on view frustum (or part of it) 2016-08-20T16:02:31.440

3 GLSL shader debugging 2016-12-26T03:43:09.017

3 Unable to pass custom Matrix4 to GLSL as a uniform 2017-01-20T23:19:45.310

3 What are Jittering and Dithering 2017-01-27T10:58:22.070

3 How to output a 32 floating value in a render buffer with fragment shader 2017-01-27T14:42:29.203

3 Artifacts (numerical errors?) in rasterisation renderer 2017-03-27T13:00:17.613

3 GLSL function parameters 2017-06-01T01:55:28.263

3 Screen Space Ambient Occlusion Issues 2017-06-01T19:27:16.947

3 Why do we multiply vertex from left side in vertex shader with matrices? 2017-07-18T01:30:10.600

3 Tesselation sine distortion? 2017-08-05T06:08:50.727

3 How to dynamically calculate texture coordinates in a vertex shader with OpenGL? 2017-10-24T06:27:41.470

3 How to prevent moire artifacts in this light casting algorithm? 2017-10-25T20:33:13.310

2 OpenGL vertex color 2016-01-09T16:08:47.323

2 Shader won't work 2016-01-11T21:47:54.283

2 I dont understand how a GPU computes and branches, could you please help me fix this shader preformance 2016-09-03T01:48:41.327

2 Bug: Overly Sharp Highlights in PBR 2016-09-06T07:56:59.850

2 OpenGL: Purpose of transform matrix in Vertex shader where transform*vertex 2016-09-11T18:45:40.160

2 What is the difference between a Sampler and an Image variables in GLSL? 2016-09-12T17:41:49.053

2 Transforming fragment-to-camera to tangent space for parallax occlusion mapping 2016-09-19T11:19:36.437

2 If statements in shaders - implications and consequences 2017-01-25T09:02:25.943

2 Implementation of the paper "unified texture management of arbitrary meshes" 2017-03-27T03:21:25.450

2 Easing curves on the GPU? 2017-03-28T03:42:22.670

2 NormalMap problems: bumps work, but shade does not 2017-03-30T14:25:30.000

2 GLSL broken access operator 2017-07-21T13:26:47.583

2 How can I implement GIMP's "Colorize" function? 2017-10-07T12:47:13.060

2 Getting rid of branching to check if a variable is within a range in GLSL 2017-12-22T10:01:57.720

2 How to generate chaotic halftone pattern? 2018-01-05T04:53:47.597

1 Why does substracting -1 in shader fail for a float data type? 2016-06-02T08:25:26.957

1 Can I use the same vertices to render multiple things? 2016-08-21T08:57:04.567

1 Bezier Curve Tool Controlled by Mouse 2016-10-14T06:29:06.383

1 What framework shoud I use to implement the RAISR upscaling algorithm on the GPU? 2017-02-03T01:17:58.430

1 Subdivision vertex normal interpolation 2017-02-13T20:52:12.473

1 Am I passing the correct matrices for my shader? openGL/C++ 2017-03-20T07:54:09.673

1 My (ADS) shader doesn't render the light direction correctly opengl/c++/glsl 2017-03-21T01:22:30.937

1 Send Texture to Shader 2017-05-05T06:48:27.043

1 How can deal with batch rendering when the elements in the batch changed every frame? 2017-06-08T10:35:32.740

1 Dynamic Array in GLSL 2017-07-05T02:09:35.390

1 How do you scale an image across planes while retaining perfect tiling? 2017-09-04T03:27:43.530

1 GLSL. Can someone explain why gl_FragCoord.xy / screenSize is performed and for what reason? 2017-10-14T11:30:50.603

1 Issue with declaring inputs to geometry shader? 2017-10-25T21:11:16.110

1 Shader storage buffer indexing by 4 bytes instead of 3? 2017-11-02T04:32:00.937

1 Why would I specify image format in a shader layout qualifier? 2018-02-12T09:32:28.407

1 Changing sin frequency smoothly in shader 2018-02-15T14:57:45.743

0 How do you interpolate UV mapping coords in a quad tessellation evaluation shader? 2017-07-29T17:08:59.967

0 Nearest depth upsampling 2017-08-09T14:05:49.567

0 Depth aware blur - Kawase 2017-12-26T23:10:44.797

0 Combine material coefficients and textures in Phong Shading 2018-01-28T00:36:51.950

0 How to scale and offset a cubemap using sphere mapping 2018-02-16T11:28:38.973

0 What's wrong with my computation of the intersection of a ray with a sphere 2018-02-19T22:55:43.323

-1 How to modify a part of VBO data without Compute Shader or OpenCL? 2018-02-03T11:47:25.550

-4 Multiple shader passes to the same texture? 2017-05-19T14:16:45.537