RenderMonkey is pretty ancient so I'm struggling to find a way to do this. To be clear, the only reason I'm using RenderMonkey is because it's for a University
I am trying to implement the layer rendering. I have some doubts. 1)Can we do layered rendering without a Geometry shader. I mean passing the layer number value
I'm currently investigating if it's technically feasible to move some calcuations from a CPU implementation to compute shaders. There is a step where I really n
trying to implement shadow. I checked my depth texture on a quad, and it seems correct, but the shadow is not displaying. I check my shadow vertex and fragment
I have the proverbial cube sample and have been writing some code to test it all and learn more about shaders. My question is about how multiple buffers are ass
Is there a way to include this shader code as an external vertexShader.js without quotes and include between "script" tags? var vertCode = 'attribute vec3 coor
In a typical building of a vertex-array-buffer, I am trying to pass an unsigned int attribute along side other classical ones (vertex, normal, texture coordinat
I'm trying to move figure inside vertex GLSL shader: layout(location = 0) in vec3 Position; layout(location = 1) in vec3 offset; uniform mat4 ProjectionViewMa
I am manually raytracing a 3D image. I have noticed that, the farther from the 3D image I am, the bigger the aliasing. This 3D image is basically a voxelized r
I'm trying to achieve making a gradient color as the design apps (Photoshop for example) does, but can't get the exact result i want. My shader creates very ni
I've encountered this error a few times now when compiling my shaders. Here is the infoLog/Error Vertex shader failed to compile with the following errors: ERRO
I wan't to use the #include macro to include shader files in glsl, and I heard there is a ARB_shading_language_include extension support the #include macro. Is
Why does this line: float x = 1 - gl_Color.x; give: (26): error: Could not implicitly convert operands to arithmetic operator
I'm trying to implement very simple diffuse shader in GLSL/openGL. Here's what I got: Vertex shader: #version 130 in vec3 vertPos3D; in vec3 vertNormal3D; un