
Tag Archives: glsl
GeeXLab 0.25.3 released for all platforms – Drag and Drop added on Linux / X11 platforms
(Shadertoy to GeeXLab) Dual 3D Truchet Tiles (OpenGL + Vulkan)
(Demo) Simple 2D grid in GLSL
(Demo) Wireframe Shader (OpenGL 3.2 and OpenGL ES 3.1)
(Demo) Fire Shader
(Demo) Heightmap Normal Computing
GeeXLab 0.22.1 Released for all Platforms
Smoothstep-based Vertical Image Separator in GLSL
New Way to Live-Code GLSL Shaders in GeeXLab 0.16+
GeeXLab 0.16.0.2 Released for Windows and Linux (64-bit)
GLSL Uniform Structures

Do you know that you can use data structures as uniform variables in GLSL?
How To Render a Reference Grid

GLSL Hacker has a handy object called a grid. A grid is more or less just a collection of lines but that info is not really important. You can use a grid as a reference object when there’s no ground plane in the scene.
A Simple Method to Render an Image

To render an image, we need an orthographic camera, a texture GPU program, a quad and the image (a texture).
How To Pass Variables to a GPU Program

In this article, we saw how to use a GPU program with GLSL Hacker. Now we’re going to see how we can pass information (variables) to a GPU program.
How to Use a GLSL Program

Let’s suppose you just found this cool GLSL program somewhere on the Net:
Vertex shader:
#version 120 void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
Pixel shader:
#version 120 void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }
Now, let’s suppose you want to test it with a mesh torus. The first thing to do is to create a XML node for the GLSL program in the main XML file.
GLSL Hacker Blog Launched

Around two years after its launch on Geeks3D, our favorite demotool has finally its own dedicated weblog.