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  • ...The effect language is basically [http://www.opengl.org/sdk/docs/manglsl/ GLSL 1.20] ([http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf spec !GLSL || Effect language
    2 KB (280 words) - 21:50, 27 October 2016
  • ...rated pixel manipulation. These effects are written in a language based on GLSL (OpenGL Shading Language) with a few things simplified for easier coding.
    1 KB (129 words) - 18:16, 27 December 2015
  • and the same function implemented in GLSL, for those that need it:
    2 KB (367 words) - 18:15, 2 March 2022
  • ;glsl3: Whether GLSL 3 [[Shader]]s can be used. ...ng must be used in that case (instead of <code>love_InstanceID</code> in a GLSL 3 shader).
    4 KB (599 words) - 13:59, 20 July 2019
  • ...l or vertex manipulation. These effects are written in a language based on GLSL (OpenGL Shading Language) with a few things simplified for easier coding. To use the most recent version of GLSL, you must put <code>#pragma language glsl3</code> at the top of your shader
    2 KB (190 words) - 14:16, 2 April 2023
  • <source lang="glsl"> uniform float time; // "float" is the typical number type used in GLSL shaders.
    6 KB (881 words) - 02:37, 5 April 2018
  • ...orks in all glsl versions, whereas <code>texture2D</code> does not work in GLSL 3. !GLSL || LÖVE shader language
    11 KB (1,632 words) - 04:02, 14 February 2020
  • * Updated love shaders to accept GLSL ES precision qualifiers (<code>lowp</code>, <code>mediump</code>, and <code
    8 KB (1,031 words) - 17:15, 10 May 2015
  • ...://de.wikipedia.org/wiki/OpenGL_Shading_Language OpenGL Shading Language] (GLSL) basiert. == Unterschiede zur GLSL ==
    2 KB (237 words) - 15:43, 23 December 2019
  • ...nguagem de efeitos é basicamente [http://www.opengl.org/sdk/docs/manglsl/ GLSL 1.20] ([http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf espe !GLSL || Linguagem de efeitos
    3 KB (378 words) - 16:55, 9 October 2014
  • ...inguagem de shader é basicamente [http://www.opengl.org/sdk/docs/manglsl/ GLSL 1.20] ([http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf espe !GLSL || Linguagem de shader do LÖVE
    9 KB (1,369 words) - 18:06, 9 October 2014
  • When using a custom Shader, each texture type has a different GLSL type. ...t work across all versions of GLSL supported by LÖVE, whereas Texel does (GLSL 3 removed <code>texture2D</code> and added a generic <code>texture</code> f
    3 KB (410 words) - 03:25, 2 May 2018
  • <source lang="glsl"> * [https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Vectors Vectors on the OpenGL Wiki]
    640 bytes (95 words) - 03:50, 29 June 2022
  • <source lang="glsl"> * [https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Vectors Vectors on the OpenGL Wiki]
    570 bytes (83 words) - 21:56, 8 January 2023
  • !GLSL || エフェクト言語
    3 KB (139 words) - 02:57, 29 May 2017
  • 2 KB (74 words) - 06:50, 26 September 2016
  • ;glsl3: GLSL 3 [[Shader (日本語)|シェーダ]] が使用できるかどうか。 ...点属性ベース]]のインスタンス化を使用してください (GLSL 3 シェーダにおける <code>love_InstanceID</code> の代用)。
    7 KB (288 words) - 14:24, 20 July 2019
  • ...re2D</code> は動作しません。ですが、 <code>Texel</code> は全 GLSL のバージョンで動作します。よって、 <code>texture2D</code> !GLSL || LÖVE シェーダー言語
    13 KB (667 words) - 06:11, 7 October 2019
  • 2 KB (105 words) - 09:14, 15 July 2023
  • <source lang="glsl"> uniform float time; // "float" は GLSL シェーダーで使用される数値型です。
    7 KB (356 words) - 03:09, 23 July 2019

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