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New posts in glsl

World-space position from logarithmic depth buffer

Drawing to FBO - sprite inverted up and down issue

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Precise control over texture bits in GLSL

Any better way to synchronize all invocations of compute shader?

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GLSL: scalar vs vector performance

OpenGL font rendering using Freetype2

Cost of Branching on uniforms on modern GPUs

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Is there a lint tool for OpenGL Shading Language?

Why does this Phong shader work?

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OpenGL Shader vs CUDA

c++ performance opengl cuda glsl

Is gl_FragData[0] always a color buffer?

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Reconstructing world coordinates from depth buffer and arbitrary view-projection matrix

How does OpenGL interpolate varying variables on the fragment shader even if they are only set three times on the vertex shader?

opengl glsl shader varying

In glsl, what is the formula used to compute gl_fragCoord from gl_position?

opengl glsl shader relation

Behavior of uniforms after glUseProgram() and speed

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GLSL Renderbuffer really required?

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What is the meaning of s,t,p,q in Vector components?

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Is ordering between glUniformBlockBinding and glBindBufferBase important?

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Passing data through tessellation shaders to the fragment shader

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GLSL Tessellated Environment - Gaps Between Patches