<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Opengl on Arcanelab Blog</title><link>https://blog.arcanelab.com/tags/opengl/</link><description>Recent content in Opengl on Arcanelab Blog</description><generator>Hugo</generator><language>en-US</language><copyright>Zoltán Majoros</copyright><lastBuildDate>Wed, 23 Aug 2017 13:25:00 +0200</lastBuildDate><atom:link href="https://blog.arcanelab.com/tags/opengl/index.xml" rel="self" type="application/rss+xml"/><item><title>Twofield [shadertoy] Click and drag to change camera position.</title><link>https://blog.arcanelab.com/2017/08/twofield-shadertoy-click-and-drag-to-change-camera-position/</link><pubDate>Wed, 23 Aug 2017 13:25:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/08/twofield-shadertoy-click-and-drag-to-change-camera-position/</guid><description>&lt;h1&gt;Twofield [shadertoy]&lt;/h1&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;Click and drag to change camera position.&lt;/p&gt;</description></item><item><title>How can I get view direction from the OpenGL ModelView Matrix?</title><link>https://blog.arcanelab.com/2017/07/how-can-i-get-view-direction-from-the-opengl-modelview/</link><pubDate>Thu, 06 Jul 2017 18:22:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/07/how-can-i-get-view-direction-from-the-opengl-modelview/</guid><description/></item><item><title>How do you composite 3D SceneKit content onto video frames on the GPU on iOS?</title><link>https://blog.arcanelab.com/2017/05/how-do-you-composite-3d-scenekit-content-onto-video-frames/</link><pubDate>Wed, 10 May 2017 11:36:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/05/how-do-you-composite-3d-scenekit-content-onto-video-frames/</guid><description/></item><item><title>Confusion between C++ and OpenGL matrix order (row-major vs column-major)</title><link>https://blog.arcanelab.com/2017/05/confusion-between-c-and-opengl-matrix-order-row-major-vs/</link><pubDate>Thu, 04 May 2017 17:29:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/05/confusion-between-c-and-opengl-matrix-order-row-major-vs/</guid><description/></item><item><title>Mouse Picking with Ray Casting - Anton's OpenGL 4 Notes</title><link>https://blog.arcanelab.com/2017/04/mouse-picking-with-ray-casting-anton-s-opengl-4-notes/</link><pubDate>Wed, 19 Apr 2017 15:47:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/04/mouse-picking-with-ray-casting-anton-s-opengl-4-notes/</guid><description/></item><item><title>cables - interactive visuals, made from cable salad</title><link>https://blog.arcanelab.com/2017/04/cables-interactive-visuals-made-from-cable-salad/</link><pubDate>Mon, 17 Apr 2017 13:44:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/04/cables-interactive-visuals-made-from-cable-salad/</guid><description/></item><item><title>Learn OpenGL, extensive tutorial resource for learning Modern OpenGL</title><link>https://blog.arcanelab.com/2017/04/learn-opengl-extensive-tutorial-resource-for-learning/</link><pubDate>Sat, 15 Apr 2017 23:55:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/04/learn-opengl-extensive-tutorial-resource-for-learning/</guid><description/></item><item><title>Introductory Democoding with ShaderToy</title><link>https://blog.arcanelab.com/2017/04/introductory-democoding-with-shadertoy/</link><pubDate>Sat, 15 Apr 2017 12:54:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/04/introductory-democoding-with-shadertoy/</guid><description/></item><item><title>Polytonic/Glitter</title><link>https://blog.arcanelab.com/2017/04/polytonic-glitter/</link><pubDate>Fri, 14 Apr 2017 21:56:00 +0200</pubDate><guid>https://blog.arcanelab.com/2017/04/polytonic-glitter/</guid><description/></item><item><title>procedural/glFast</title><link>https://blog.arcanelab.com/2016/03/procedural-glfast/</link><pubDate>Thu, 31 Mar 2016 01:19:00 +0200</pubDate><guid>https://blog.arcanelab.com/2016/03/procedural-glfast/</guid><description/></item><item><title>OpenGL Pipeline Map</title><link>https://blog.arcanelab.com/2016/02/opengl-pipeline-map/</link><pubDate>Sun, 07 Feb 2016 13:40:00 +0100</pubDate><guid>https://blog.arcanelab.com/2016/02/opengl-pipeline-map/</guid><description/></item><item><title>maizensh/glfx</title><link>https://blog.arcanelab.com/2016/01/maizensh-glfx/</link><pubDate>Fri, 29 Jan 2016 22:27:00 +0100</pubDate><guid>https://blog.arcanelab.com/2016/01/maizensh-glfx/</guid><description/></item><item><title>OpenGL ES GLSL Types void bool, bvec2, bvec3, bvec4 int, ivec2, ivec3, ivec4 float,…</title><link>https://blog.arcanelab.com/2016/01/opengl-es-glsl-types-void-bool-bvec2-bvec3-bvec4-int-ivec2/</link><pubDate>Mon, 18 Jan 2016 22:29:00 +0100</pubDate><guid>https://blog.arcanelab.com/2016/01/opengl-es-glsl-types-void-bool-bvec2-bvec3-bvec4-int-ivec2/</guid><description>&lt;h1&gt;OpenGL ES GLSL&lt;/h1&gt;
&lt;h2&gt;Types&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;void&lt;/li&gt;
&lt;li&gt;bool, bvec2, bvec3, bvec4&lt;/li&gt;
&lt;li&gt;int, ivec2, ivec3, ivec4&lt;/li&gt;
&lt;li&gt;float, vec2, vec3, vec4&lt;/li&gt;
&lt;li&gt;mat2, mat3, mat4&lt;/li&gt;
&lt;li&gt;struct&lt;/li&gt;
&lt;li&gt;arrays&lt;/li&gt;
&lt;li&gt;sampler2D, samplerCube&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Qualifiers&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;const&lt;/li&gt;
&lt;li&gt;attribute: shared between the app and the vertex shader&lt;/li&gt;
&lt;li&gt;uniform: shared between the app and both shaders&lt;/li&gt;
&lt;li&gt;varying: shared between the two shaders&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Precision Qualifiers&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;highp&lt;/li&gt;
&lt;li&gt;mediump&lt;/li&gt;
&lt;li&gt;lowp&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Input Qualifiers&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;in: read only&lt;/li&gt;
&lt;li&gt;out: write only&lt;/li&gt;
&lt;li&gt;inout: r/w&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Built-in Variables&lt;/h2&gt;
&lt;h3&gt;Vertex Shader&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;inout highp vec4 gl_Position&lt;/li&gt;
&lt;li&gt;in mediump float gl_PointSize&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Fragment Shader&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;in mediump vec4 gl_FragCoord (in window coordiante system)&lt;/li&gt;
&lt;li&gt;in bool gl_FrontFacing&lt;/li&gt;
&lt;li&gt;in mediump int gl_PointCoord (only if the rendered primitive is a point)&lt;/li&gt;
&lt;li&gt;inout mediump vec4 gl_FragColor (RGBA)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Built-in Constants&lt;/h2&gt;
&lt;h4&gt;Vertex Shader&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;const mediump int gl_MaxVertexAttribs &amp;gt;= 8&lt;/li&gt;
&lt;li&gt;const mediump int gl_MaxVertexUniformVectors &amp;gt;= 128&lt;/li&gt;
&lt;li&gt;const mediump int gl_MaxVaryingVectors &amp;gt;= 8&lt;/li&gt;
&lt;li&gt;const mediump int gl_MaxVertexTextureImageUnits &amp;gt;= 0&lt;/li&gt;
&lt;li&gt;const mediump int gl_MaxCombinedTextureImageUnits &amp;gt;= 8&lt;/li&gt;
&lt;/ul&gt;
&lt;h4&gt;Fragment Shader&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;const mediump int gl_MaxTextureImageUnits &amp;gt;= 8&lt;/li&gt;
&lt;li&gt;const mediump int gl_MaxFragmentUniformVectors &amp;gt;= 16&lt;/li&gt;
&lt;li&gt;const mediump int gl_MaxDrawBuffers = 1&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Built-in Functions&lt;/h2&gt;
&lt;p&gt;T can be: float, vec2, vec3, vec4
M can be: mat2, mat3, mat4
V can be: vec2, vec3, vec4
bV can be: bvec2, bvec3, bvec4&lt;/p&gt;</description></item><item><title>Filmic Games » Filmic Tonemapping Operators</title><link>https://blog.arcanelab.com/2015/11/filmic-games-filmic-tonemapping-operators/</link><pubDate>Mon, 02 Nov 2015 20:50:00 +0100</pubDate><guid>https://blog.arcanelab.com/2015/11/filmic-games-filmic-tonemapping-operators/</guid><description/></item><item><title>2D Drawing in OpenGL</title><link>https://blog.arcanelab.com/2011/12/2d-drawing-in-opengl/</link><pubDate>Fri, 30 Dec 2011 06:44:00 +0100</pubDate><guid>https://blog.arcanelab.com/2011/12/2d-drawing-in-opengl/</guid><description/></item></channel></rss>