c++ Programming Glossary: gl_position
GCC, stringification, and inline GLSL? http://stackoverflow.com/questions/13872544/gcc-stringification-and-inline-glsl STRINGIFY #version 120 n attribute vec2 position void main gl_Position vec4 position 0.0 1.0 This builds and runs fine using VS2010.. vert #version 120 n attribute vec2 position void main gl_Position vec4 position 0.0 1.0 ...and or line continuation const GLchar.. #version 120 n attribute vec2 position void main gl_Position vec4 position 0.0 1.0 c opengl gcc macros glsl share..
Pointers on modern OpenGL shadow cubemapping? http://stackoverflow.com/questions/13999830/pointers-on-modern-opengl-shadow-cubemapping 150 in vec3 position uniform mat4 depthMVP void main gl_Position depthMVP vec4 position 1 Shadow fragment shader #version 150.. projectionMatrix viewMatrix modelMatrix vec4 position 1.0 gl_Position projectionMatrix viewMatrix modelMatrix vec4 position 1.0 Standard..
Fragment shader inexplicable bahaviour http://stackoverflow.com/questions/14573079/fragment-shader-inexplicable-bahaviour lightvec normalize gl_LightSource 0 .position.xyz v gl_Position gl_ModelViewProjectionMatrix gl_Vertex Fragment Shader varying..
Easy framework for OpenGL Shaders in C/C++ http://stackoverflow.com/questions/2795044/easy-framework-for-opengl-shaders-in-c-c pipeline const GLchar vertex_shader void main void n gl_Position ftransform n gl_FrontColor gl_Color n const GLchar color_shader..
Again - parallax mapping issue in OpenGL, GLSL. It's not as usual as it seem to be http://stackoverflow.com/questions/4750707/again-parallax-mapping-issue-in-opengl-glsl-its-not-as-usual-as-it-seem-to varying vec3 viewDir attribute vec4 tangent void main gl_Position gl_ModelViewProjectionMatrix gl_Vertex gl_TexCoord 0 gl_MultiTexCoord0..
Getting garbage chars when reading GLSL files http://stackoverflow.com/questions/7344640/getting-garbage-chars-when-reading-glsl-files 1 in vec4 color smooth out vec4 theColor void main gl_Position position theColor color ýýýý««««««««þîþîþîþ The methods loading..
Modern OpenGL: VBO, GLM and Matrix Stacks http://stackoverflow.com/questions/8951509/modern-opengl-vbo-glm-and-matrix-stacks or MVP 0 0 uniform mat4 MVP in vec3 Vertex void main void gl_Position MVP vec4 Vertex 1.0 instead of ftransform QUESTION How we do..
Problems converting YV12 to RGB through GLSL http://stackoverflow.com/questions/8977489/problems-converting-yv12-to-rgb-through-glsl varying vec2 t void main t gl_MultiTexCoord0.xy gl_Position ftransform static const char p_s_fragment_shader #extension..
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