GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines
Lorenz Attractor (Butterfly Effect)
Lorenz Attractor
Butterfly Effect
Mesh Exploder with Geometry Shaders
Mesh Exploder
Geometry Shaders
GLSL Hacker
GLSL Hacker
v0.7.0.0

Posts Tagged ‘hlsl’


How to Compute the Position and Normal in the Vertex Shader in OpenGL (GLSL) and Direct3D (HLSL)

8 comments - What do you think?  Posted by JeGX - 2011/10/26 at 14:56

Categories: Game Development, HowTo, Microsoft DirectX, OpenGL, Tutorial   Tags: , , , , , , , , , , , , ,

How to... Compute the Position and Normal in the Vertex Shader in OpenGL and Direct3D

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Symbolic Differentiation Support in HLSL GPU Programs

5 comments - What do you think?  Posted by JeGX - 2011/03/10 at 09:44

Categories: Microsoft DirectX, Programming   Tags: , , , , ,

DirectX logo


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(Programming Tool) Shader Minifier 1.0: GLSL Minifier with HLSL Obfuscation

2 comments - What do you think?  Posted by JeGX - 2011/02/10 at 12:09

Categories: Game Development, Microsoft DirectX, OpenGL, Programming   Tags: , , , , ,

Shader Minifier 1.0: GLSL Minifier with HLSL Obfuscation


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[GPU Tool] ATI GPU ShaderAnalyzer 1.55 Released

Be the first to comment - What do you think?  Posted by JeGX - 2010/09/24 at 09:39

Categories: Game Development, GPU Tools, Microsoft DirectX, OpenGL   Tags: , , , , , , , , ,

ATI GPU ShaderAnalyzer 1.55
GLSL shader for Radeon HD 5870 analyzed on a GTX 460


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[3D Programming] Ready-to-Use 64-Sample Poisson Disc

1 comment - What do you think?  Posted by JeGX - 2010/06/28 at 17:52

Categories: Microsoft DirectX, OpenGL, Programming, Tips   Tags: , , , , , ,

Poisson Disc Samples


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NShader: Visual Studio Syntax Highlighter for GLSL, HLSL and Cg Languages

4 comments - What do you think?  Posted by JeGX - 2010/05/18 at 11:03

Categories: Game Development   Tags: , , , , ,

NShader: Visual Studio Syntax Highlighter for GLSL, HLSL and Cg Languages


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InteliShade Beta v3.0

1 comment - What do you think?  Posted by JeGX - 2008/08/25 at 09:27

Categories: Programming, Utilities   Tags: , , , , , , ,

InteliShade is a Visual Studio plugin allowing you to have code outlining and intellisense when editing HLSL code in your projects. InteliShade 3.0 supports Visual Studio 2005 and 2008 and is available as a free download.


Cg 2.1 Beta Now Available

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/10 at 10:05

Categories: Game Development, Microsoft DirectX, OpenGL, Programming, SDK   Tags: , , , , , , , , , ,


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FX Composer 2.5 Available!

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/03 at 15:55

Categories: 3D, Microsoft DirectX, OpenGL, Programming   Tags: , , , , , , , ,

FX Composer 2.5, the latest version of NVIDIA’s powerful shader development environment, has been released.

FX Composer supports DirectX, OpenGL, HLSL, Collada FX, and CgFX, as well as the .fbx, .x, .3ds, .obj, and .dae file formats for importing geometry.

Version 2.5 adds:
* DirectX 10 support, including geometry shaders and stream out
* Particle Systems
* Visual Styles
* Major User Interface Improvements
* Remote Control over TCP/IP
* Support for the NVIDIA Shader Debugger
* New Sample Projects

You can download FXC HERE – exe (221Mb).


NVIDIA ShaderPerf 2

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/19 at 08:45

Categories: Microsoft DirectX, OpenGL, Programming   Tags: , , , , , , , , , , , ,

NVIDIA ShaderPerf is a command-line shader profiling utility and C API that reports detailed shader performance metrics for a wide range of GPUs.

ShaderPerf wokrs with GLSL vertex and fragment programs, HLSL vertex and pixel shaders and Cg shaders.

ShaderPerf 2.0 includes several new features:
* GeForce 8 series support
* Pixel Shader Differencing
* Vertex Shader Analysis

ShaderPerf outputs the following for any shader that you analyze:
* Cycle count
* Register usage
* Driver-optimized shader instruction list
* Vertex and pixel throughput estimates

More information and download HERE.

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