22 years, 2 months ago
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22 years, 2 months ago
Quote:Position invariance is an isue whenever you use vertex shaders in pultipass scenarios. Not just in mixing fixed function pipeline.Ok I see.Quote:There are different approa…
22 years, 2 months ago
When doing a heat haze shader effect (doom 3 like) in the fragment shader part you need to get the fragment coordinate and convert it to [0,1] range. How exactly is this done? I…
22 years, 1 month ago
I have a little program that uses q3 bsps and I am adding per pixel bump mapping to it using the opengl shading language. Well I got it up to a point where I the lights and ever…
22 years, 2 months ago
I'm using the opengl shading language (GLSL or GLslang, which ever you prefer :)).I'm sure the rendering funcs have the same setup because what gets called in each render functi…
22 years, 2 months ago
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See all in DiscussionsWhen doing a heat haze shader effect (doom 3 like) in the fragment shader part you need to get the …
22 years, 1 month ago
Quote:Position invariance is an isue whenever you use vertex shaders in pultipass scenarios. Not just in mixing fixed function pipeline.Ok …
22 years, 2 months ago
I'm using the opengl shading language (GLSL or GLslang, which ever you prefer :)).I'm sure the rendering funcs have the …
22 years, 2 months ago