![]() Each texel has the position and value of a down hole measurement, and ![]() Uniform sampler2D s_texture_0 // Drill data measurements. Not so trivial fragment shader for IDW - for each pixel we find the (inverse distance weighted) interpolated value normalisedFragmentLoc = s_attribute_1.xyz Normalised query volume space) along as a varying vec3. Trivial vertex shader for IDW - just passes the uv (representing the vertex position in Any help would be much appreciated - here's the complete code for both the vertex and fragment shader: It runs fine on my intel and NVidia cards. ![]() I'm a newbie with GLSL and currently experiencing a crash in a fragment shader on my ATI FirePro V and have no idea why.Īre there issues with for loops on ATI cards? Could the vertex shader be the cause of the problem instead?
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