shader | Geeks3D https://www.geeks3d.com Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 28 Feb 2020 07:32:09 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 https://www.geeks3d.com/wp-content/uploads/2024/10/cropped-geeks3d-icon-20241010-01-32x32.jpg shader | Geeks3D https://www.geeks3d.com 32 32 GLSL to SPIR-V / SMOL-V Utility https://www.geeks3d.com/20200227/glsl-to-spir-v-smol-v-utility/ Thu, 27 Feb 2020 17:51:00 +0000 https://www.geeks3d.com/?p=10008 DOWNLOAD GLSL to SPIR-V / SMOL-V utility for Windows 64-bit Forum thread (EN) Here is a small utility that generates SPIR-V and SMOL-V binary modules (for Vulkan and OpenGL applications) from a GLSL shader. SMOL-V is a compressor for SPIR-V shader modules: SMOL-V encodes Vulkan/Khronos SPIR-V format programs into a form that is smoller, and is more compressible. Normally no changes to the programs are … Continue reading GLSL to SPIR-V / SMOL-V Utility »

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OpenGL 4.6 Specifications Released, SPIR-V Shaders Supported https://www.geeks3d.com/20170731/opengl-4-6-specifications-released-spir-v-shaders-supported/ Mon, 31 Jul 2017 13:15:21 +0000 http://www.geeks3d.com/?p=9528 The Khronos Group has published the specifications of OpenGL 4.6, the 8th version of the popular graphics API. OpenGL extensions (new or old) that have been added to OpenGL 4.6 core profile: GL_ARB_indirect_parameters (introduced with OpenGL 4.3) GL_ARB_pipeline_statistics_query (introduced with OpenGL 4.5) GL_ARB_polygon_offset_clamp (introduced with OpenGL 4.6) GL_KHR_no_error (introduced with OpenGL 4.6) GL_ARB_shader_atomic_counter_ops (OpenGL Shading Language Only – introduced with OpenGL 4.5) GL_ARB_shader_draw_parameters (introduced with … Continue reading OpenGL 4.6 Specifications Released, SPIR-V Shaders Supported »

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GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects https://www.geeks3d.com/20140704/tutorial-introduction-to-opengl-4-3-shader-storage-buffers-objects-ssbo-demo/ Fri, 04 Jul 2014 18:31:08 +0000 http://www.geeks3d.com/?p=8855 Article index: 1 – Introduction 2 – OpenGL Code 3 – Demo and References 1 – Introduction In this tutorial, we meet Uniform Buffer Objects (or UBO). To sum up a little bit, UBOs are read-only GPU-accessible memory zones for a GLSL shader. The size of an UBO is somewhat limited: 64KB for AMD and NVIDIA GPUs and 16KB for Intel ones. Limited size, read-only … Continue reading GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects »

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Simple Introduction to OpenGL 4 Shader Subroutines https://www.geeks3d.com/20140701/opengl-4-shader-subroutines-introduction-3d-programming-tutorial/ https://www.geeks3d.com/20140701/opengl-4-shader-subroutines-introduction-3d-programming-tutorial/#comments Tue, 01 Jul 2014 15:26:26 +0000 http://www.geeks3d.com/?p=8821 Article index: 1 – Overview 2 – Shader Subroutines Details 3 – References 1 – Overview Shader subroutines are a feature introduced in OpenGL 4.0 via this extension: GL_ARB_shader_subroutine: This extension adds support to shaders for “indirect subroutine calls”, where a single shader can include many subroutines and dynamically select through the API which subroutine is called from each call site. Switching subroutines dynamically in … Continue reading Simple Introduction to OpenGL 4 Shader Subroutines »

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GLSL.io: A Helpful Collection of GLSL Transition Effects https://www.geeks3d.com/20140524/glsl-io-a-helpful-collection-of-glsl-transition-effects/ Sat, 24 May 2014 15:37:41 +0000 http://www.geeks3d.com/?p=8827 The cool PageCurl effect ported to GLSL Hacker GLSL.io is a new website that offers a stack of transition effects in GLSL (OpenGL Shading Language). These effects can be use in any slideshow or video editor, in any situation where you need a cool transition between two images (or two render targets!). I couldn’t resist to port some of these GLSL transitions to GLSL Hacker. … Continue reading GLSL.io: A Helpful Collection of GLSL Transition Effects »

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(Shader Library) Fish Eye, Dome and Barrel Distortion GLSL Post Processing Filters https://www.geeks3d.com/20140213/glsl-shader-library-fish-eye-and-dome-and-barrel-distortion-post-processing-filters/ https://www.geeks3d.com/20140213/glsl-shader-library-fish-eye-and-dome-and-barrel-distortion-post-processing-filters/#comments Thu, 13 Feb 2014 11:13:56 +0000 http://www.geeks3d.com/?p=8762 Article index 1 – Fish Eye Shader 2 – Barrel Distortion Shaders 3 – Dome Distortion Shader 4 – Another Very Cool Fish Eye Shader 5 – Shadertoy FishEye / Anti-FishEye Shader 6 – Fish Eye Lens Shader Here is a collection of some post processing filters in GLSL I found on the web about fish eye and other barrel / dome distortion. For each … Continue reading (Shader Library) Fish Eye, Dome and Barrel Distortion GLSL Post Processing Filters »

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GLSL Hacker on Raspberry Pi: First Tests https://www.geeks3d.com/20130923/glsl-hacker-on-raspberry-pi-first-tests/ Mon, 23 Sep 2013 15:51:59 +0000 http://www.geeks3d.com/?p=8650 GLSL Hacker for Raspberry Pi is available HERE. I spent these few last days playing with my Raspberry Pi board and porting GLSL Hacker to this tiny computer. That was my first contact with OpenGL ES and the way to get a hardware accelerated window under Raspbian, the Debian-based operating system optimized for the Pi. The nice thing is that Raspbian has all the tools … Continue reading GLSL Hacker on Raspberry Pi: First Tests »

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GLSL Hacker 0.5.0 Released for Windows, Linux and Mac OS X, Python Support Added https://www.geeks3d.com/20130514/glsl-hacker-0-5-0-python-lua-opengl-glsl-programming-demotool-windows-linux-macosx/ Tue, 14 May 2013 11:42:49 +0000 http://www.geeks3d.com/?p=8554 1 – GLSL Hacker Overview 2 – GLSL Hacker Downloads 3 – GLSL Hacker Changelog 1 – GLSL Hacker 0.5.0 overview A new version of GLSL Hacker is finally available. I don’t know why, but updating a cross-platform application just takes time. A lot of time. When a new functionality is ready on one OS, a simple compilation is, most of the time fortunately, enough … Continue reading GLSL Hacker 0.5.0 Released for Windows, Linux and Mac OS X, Python Support Added »

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ShaderToy: Build and Share Your Best GLSL Shaders https://www.geeks3d.com/20130225/shadertoy-build-and-share-your-best-glsl-shaders/ https://www.geeks3d.com/20130225/shadertoy-build-and-share-your-best-glsl-shaders/#comments Mon, 25 Feb 2013 13:30:02 +0000 http://www.geeks3d.com/?p=8488 The Beautypi team (Inigo Quilez and Pol Jeremias) has released ShaderToy, a WebGL application that allows to build, live code and share GLSL shaders. ShaderToy is probably based on iq’s Shader Toy. Some cool shaders: Flame Fireball Cubes and Spheres Tissue Sound Visualizer One great feature would be to have the possibility to embed a shader in a web page like we can do with … Continue reading ShaderToy: Build and Share Your Best GLSL Shaders »

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NVIDIA Updates its OpenGL SDK https://www.geeks3d.com/20130106/nvidia-updates-its-opengl-sdk/ https://www.geeks3d.com/20130106/nvidia-updates-its-opengl-sdk/#comments Sun, 06 Jan 2013 10:24:57 +0000 http://www.geeks3d.com/?p=8451 I must say I saw better updates than this one. This new OpenGL SDK contains, at first sight, only one sample (an OpenGL 4 tessellation demo) and bad luck, it has a little problem (at least with recent drivers). If you launch the demo (simple_tessellation_shader.exe) you’ll get the following output (on my GTX 680 with latest R310.90): Supports glsl include Compiling vertex shader Compiling tessellation … Continue reading NVIDIA Updates its OpenGL SDK »

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OpenGL 4.3 Specifications Released, Advanced Computation with Compute Shaders! https://www.geeks3d.com/20120806/opengl-4-3-specifications-released-advanced-computation-with-compute-shaders/ https://www.geeks3d.com/20120806/opengl-4-3-specifications-released-advanced-computation-with-compute-shaders/#comments Mon, 06 Aug 2012 13:50:02 +0000 http://www.geeks3d.com/?p=8361 The Khronos Group has released today, at the SIGGRAPH 2012, the OpenGL 4.3 specification. Among the new features, OpenGL 4.3 brings the support of a new kind of shader, the compute shader via the GL_ARB_compute_shader extension. And full backwards compatibility is maintained with old fixed functions. The new features of OpenGL 4.3 are summarized here: New functionality in the OpenGL 4.3 specification includes: – compute … Continue reading OpenGL 4.3 Specifications Released, Advanced Computation with Compute Shaders! »

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NVIDIA GTX 680 OpenGL Bindless Textures Demo https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/ https://www.geeks3d.com/20120511/nvidia-gtx-680-opengl-bindless-textures-demo/#comments Fri, 11 May 2012 09:24:13 +0000 http://www.geeks3d.com/?p=8294 1 – Bindless Textures Overview I spent some time last week to add into GeeXLab the support of bindless textures. Bindless textures is the very cool feature introduced with the GeForce GTX 680. But what are bindless textures? In 3D programming (OpenGL or Direct3D), to use a texture, you have to bind it to a texture unit. In OpenGL for example, a GeForce GTX 680 … Continue reading NVIDIA GTX 680 OpenGL Bindless Textures Demo »

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OpenGL 4.2 Atomic Counter Demo: Rendering Order of Fragments https://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/ https://www.geeks3d.com/20120309/opengl-4-2-atomic-counter-demo-rendering-order-of-fragments/#comments Fri, 09 Mar 2012 15:26:16 +0000 http://www.geeks3d.com/?p=8137 Article menu: 1 – Atomic Counters: Overview 2 – Atomic Counters: the Demo 3 – Atomic Counters: OpenGL Details 1 – Atomic Counters: Overview Some weeks ago I found this video showing in which order the fragments are rendered: Pretty cool. But how does it work? Answer: thanks to the use of atomic counters. Atomic counters are a new feature of OpenGL 4.2. Atomic counters … Continue reading OpenGL 4.2 Atomic Counter Demo: Rendering Order of Fragments »

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GPU Caps Viewer 1.15.0 Released https://www.geeks3d.com/20120202/gpu-caps-viewer-1-15-0-opengl-opencl-cuda-graphics-card-utility/ https://www.geeks3d.com/20120202/gpu-caps-viewer-1-15-0-opengl-opencl-cuda-graphics-card-utility/#comments Thu, 02 Feb 2012 09:32:12 +0000 http://www.geeks3d.com/?p=8200 This new version of GPU Caps Viewer adds the support of Intel Ivy Bridge GPUs (HD Graphics 4000) as well as the support of some AMD’s Mobility Radeon GPUs. For OpenGL programmers GPU Caps Viewer 1.15.0 re-activates the GLSL shader validation utility (Tools panel). This simple tool allows to check the compilation of a particular type of GLSL shader. All types of GLSL shaders are … Continue reading GPU Caps Viewer 1.15.0 Released »

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How to Compute the Position in a GLSL Vertex Shader (Part 2)(*** UPDATED ***) https://www.geeks3d.com/20111028/how-to-compute-the-position-in-a-glsl-vertex-shader-opengl-matrix-gpu-shaderanalyzer-part-2/ https://www.geeks3d.com/20111028/how-to-compute-the-position-in-a-glsl-vertex-shader-opengl-matrix-gpu-shaderanalyzer-part-2/#comments Fri, 28 Oct 2011 15:35:19 +0000 http://www.geeks3d.com/?p=8067 Two days ago, I published a simple code snippet about how to compute the position and normal in the vertex shader in OpenGL (GLSL) and Direct3D (HLSL). The aim was to show how to use the different model, view and projection matrices to compute gl_Position, especially the order of matrices multiplication in OpenGL and Direct3D. Here is the GLSL vertex shader (named VS_A): GLSL vertex … Continue reading How to Compute the Position in a GLSL Vertex Shader (Part 2)(*** UPDATED ***) »

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GeeXLab 0.3.0 Released, Geometry and Tessellation Shaders, Live Coding (***Updated: v0.3.2***) https://www.geeks3d.com/20111025/geexlab-0-3-0-released-geometry-and-tessellation-shaders-live-coding/ https://www.geeks3d.com/20111025/geexlab-0-3-0-released-geometry-and-tessellation-shaders-live-coding/#comments Tue, 25 Oct 2011 15:34:59 +0000 http://www.geeks3d.com/?p=8057 1 – GeeXLab 0.3.0 Overview 2 – GeeXLab 0.3.0 Download 3 – What is GeeXLab? 4 – GeeXLab 0.3.0 Changelog 1 – GeeXLab 0.3.0 Release Highlights Two versions a year, it’s not bad! GeeXLab 0.3.0 is the second update of 2011 but comes with two major new things. First, the support of geometry and tessellation shaders has been added. Then you can now use all … Continue reading GeeXLab 0.3.0 Released, Geometry and Tessellation Shaders, Live Coding (***Updated: v0.3.2***) »

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AMD GPU ShaderAnalyzer 1.57, HD 6670 / HD 6450 / Cat11.8 Support https://www.geeks3d.com/20110916/amd-gpu-shaderanalyzer-1-57-hd-6670-hd-6450-cat11-8-support/ https://www.geeks3d.com/20110916/amd-gpu-shaderanalyzer-1-57-hd-6670-hd-6450-cat11-8-support/#comments Fri, 16 Sep 2011 09:43:09 +0000 http://www.geeks3d.com/?p=8016 A new update of AMD’s GPU ShaderAnalyzer is up for grabs. This version 1.57 supports the latest Catalyst drivers (11.8) and adds the Radeon HD 6670 and HD 6450 to the list of supported graphics cards. AMD GPU ShaderAnalyzer is a tool for profiling real time Direct3D (D3D9, D3D10 and D3D11) and OpenGL shaders under Windows XP/Vista/Seven. GPU ShaderAnalyzer is intended for analyzing the performance … Continue reading AMD GPU ShaderAnalyzer 1.57, HD 6670 / HD 6450 / Cat11.8 Support »

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(Shader Library) Swirl Post Processing Filter in GLSL https://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl/ https://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl/#comments Thu, 28 Apr 2011 18:33:45 +0000 http://www.geeks3d.com/?p=7851 UPDATE (2014.06.25): a Twirl effect demo is also available with GLSL Hacker. Visit this thread for more information. Today a new pixel hack for our shader library: the popular swirl (or whirl) effect, as usual coded in GLSL. You should be able to use the swirl effect in any OpenGL app with few modification. The principle of the swirl effect is to rotate the texture … Continue reading (Shader Library) Swirl Post Processing Filter in GLSL »

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(Shader Library) Cross Stitching Post Processing Filter in GLSL https://www.geeks3d.com/20110408/cross-stitching-post-processing-shader-glsl-filter-geexlab-pixel-bender/ https://www.geeks3d.com/20110408/cross-stitching-post-processing-shader-glsl-filter-geexlab-pixel-bender/#comments Fri, 08 Apr 2011 19:03:11 +0000 http://www.geeks3d.com/?p=7841 Do you know Pixel Bender? In short, it’s a plugin for image processing in Photoshop. And the cool thing with Pixel Bender is its effect library with many nice post processing filters 😉 Here is an adaptation of a Pixel Bender shader (or kernel) to GeeXLab / GLSL. This post processing filter performs a cross stitching effect. By default the effect produces this rendering: But … Continue reading (Shader Library) Cross Stitching Post Processing Filter in GLSL »

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(Tested) Fast Approximate Anti-Aliasing (FXAA) Demo (GLSL) https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/ https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/#comments Tue, 05 Apr 2011 15:34:57 +0000 http://www.geeks3d.com/?p=7825 Article index: 1 – FXAA overview 2 – FXAA demo 3 – FXAA GLSL shader 4 – FXAA performance tests 1 – FXAA overview FXAA is a new anti-aliasing technique, developed by Timothy Lottes at NVIDIA, and based on several existing anti-aliasing techniques, including MLAA. FXAA is used in the game Battlefield 3 (see references at the end of the post): Few days, ago, Timothy … Continue reading (Tested) Fast Approximate Anti-Aliasing (FXAA) Demo (GLSL) »

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