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	<title>Programming and animation &#187; GLSL</title>
	<atom:link href="http://neill3d.com/tag/glsl/feed" rel="self" type="application/rss+xml" />
	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
	<lastBuildDate>Sun, 05 Sep 2010 21:11:56 +0000</lastBuildDate>
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			<item>
		<title>GLSL shaders tips: NVidia and AMD difference.</title>
		<link>http://neill3d.com/glsl-shaders-tips-nvidia-and-amd-difference</link>
		<comments>http://neill3d.com/glsl-shaders-tips-nvidia-and-amd-difference#comments</comments>
		<pubDate>Sat, 29 May 2010 18:49:16 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=1026</guid>
		<description><![CDATA[On my personal experience in adaptation glsl shaders to AMD.
I wrote &#8220;adaptation&#8221;, because this process can not be called in another manner, after setting up under the NVidia card.
1) AMD does not like ARB_draw_buffers require flag in the shader. And if you do not specify any flag at all, shader compiles without any problems. But [...]]]></description>
		<wfw:commentRss>http://neill3d.com/glsl-shaders-tips-nvidia-and-amd-difference/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL shaders notes</title>
		<link>http://neill3d.com/zametki-k-glsl-shejderam-i-ix-sovmestimosti</link>
		<comments>http://neill3d.com/zametki-k-glsl-shejderam-i-ix-sovmestimosti#comments</comments>
		<pubDate>Sun, 08 Nov 2009 22:14:49 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=728</guid>
		<description><![CDATA[In the course of work with the GLSL shaders I have a few helpful notes on compatibility:
1) # version 120 &#8211; a string indicating the version of the shader should be the first in the code, otherwise ATI swears at compile time. I have this error was the result of the shader assembly of parts.
2) [...]]]></description>
		<wfw:commentRss>http://neill3d.com/zametki-k-glsl-shejderam-i-ix-sovmestimosti/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL error &#8211; pre-mature EOF</title>
		<link>http://neill3d.com/glsl-oshibka-pre-mature-eof</link>
		<comments>http://neill3d.com/glsl-oshibka-pre-mature-eof#comments</comments>
		<pubDate>Fri, 25 Sep 2009 21:50:38 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=669</guid>
		<description><![CDATA[At a ATI video cards shaders refuse to compile reference to this error. The reason &#8211; comments in Russian.
]]></description>
		<wfw:commentRss>http://neill3d.com/glsl-oshibka-pre-mature-eof/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL: missing uniform location</title>
		<link>http://neill3d.com/glsl-poisk-yuniforma-bezuspeshen</link>
		<comments>http://neill3d.com/glsl-poisk-yuniforma-bezuspeshen#comments</comments>
		<pubDate>Wed, 09 Sep 2009 21:33:08 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=643</guid>
		<description><![CDATA[I have faced with such a feature of the GLSL compiler. If the variable is not used in the shader, then find its location there would be no possibility, it is simply truncated from the shader. 
The search function on behalf of the Uniform position.
int loc = glGetUniformLocationARB (
, ); 
Moreover, even if caught insidious, [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL error C7549</title>
		<link>http://neill3d.com/glsl-error-c7549</link>
		<comments>http://neill3d.com/glsl-error-c7549#comments</comments>
		<pubDate>Sat, 17 Jan 2009 12:21:21 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=33</guid>
		<description><![CDATA[Compiling of my old glsl fragment shader was fall down with warning C7549: OpenGL does not allow C style initializers and warning 
In fragment shader I have float array
1float weights[] = float[](
 
1234567891011121314151617    1.0000,

    0.9394,

    0.7788,

    0.5697,

    0.3678,

    0.2096,

    0.1053,

    0.0467,

    0.0183
 
1  );
 
To make it work properly, I add #version 120 command to my fragment shader, and rewrite array like this:
1float weights[] = [...]]]></description>
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		<slash:comments>2</slash:comments>
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