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1 vote
1 answer
36 views

How to avoid declaring sampler outside of statement?

1 vote
1 answer
68 views

Confusion about glVertexAttribPointer and non-active attributes

1 vote
1 answer
34 views

Need help understanding this simplification/optimization for a very basic GLSL shader

0 votes
1 answer
39 views

Conditionally sample from texture in shader

1 vote
1 answer
55 views

How to calculate ray-origin and ray-direction in vertex shader working universally for any projection and using interpolators for performance

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0 answers
17 views

How to interpolate alpha from CURRENT_ALPHA to TARGET_ALPHA for each pixel in shader language? (Godot/GLSL)

7 votes
1 answer
641 views

How to match Blenders polynomial lens distortion model with GLSL?

1 vote
1 answer
75 views

is there an universal way to set a uniform?

0 votes
1 answer
262 views

Raytracing in OpenGL or Vulkan?

0 votes
2 answers
150 views

Relative coordinates -- cumulative sum

0 votes
1 answer
62 views

How to scale down noise frequency?

1 vote
1 answer
35 views

Curved world effect shader for heterogeneous mesh faces

1 vote
0 answers
42 views

BlinnPhong sphere edges look worse than Phong. Am I doing it wrong? (code and pictures included)

0 votes
0 answers
42 views

Given 2d control points, how to write a vertex shader that evaluates a cubic bezier curve?

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