GLSL Fragment shader: calculating gl_FragDepth from Tangent space coord
I’m doing highmap dependant rendering in a fragment shader.
I switch to tangent space, cast a ray from camera position and stop where it gets below highmap.
What’s the offset of a float after a mat3 in a GLSL uniform block
I’ve been exploring mat3
alignment in GLSL and have encountered conflicting information that hasn’t been clarified by existing questions (such as this one).
How to easily generate a C or C++ interface file for a OpenGL shader program
Input (my_shader.vert.glsl):