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However, with this shader code I should get blue everywhere. The problem I have is that where the ray does hit a surface I get red color and everywhere else blue. layout(depth_any) out float gl_FragDepth Layout(location = 0, index = 0) out vec4 out_color #extension GL_ARB_shading_language_include : require I have these things wrapped into a nice function so the shader does look something like this (broken down to illustrate issue): I have a fragment shader which is doing some quite complex things (ray casting a height field).
#UPDATE OPENGL 4.4 DRIVERS#
I ran into a quite serious bug with the OpenGL 4.4 beta driver which I was able to reproduce with all 326.x drivers available from the NV website. GL_ARB_bindless_textureGL_ARB_seamless_cubemap_per_textureįor downloads and more informationplease visit our OpenGL 4.4 page. GL_ARB_buffer_storage (OpenGL4.4)GL_ARB_clear_texture (OpenGL 4.4)GL_ARB_compute_variable_group_sizeGL_ARB_indirect_parametersGL_ARB_query_buffer_object (OpenGL 4.4)GL_ARB_shader_draw_parametersGL_ARB_shader_group_voteGL_ARB_sparse_textureGL_NV_blend_equation_advancedįor GeForce 6xx capable hardware,these new extensions are provided: GL_ARB_enhanced_layouts (OpenGL4.4)GL_ARB_multi_bind (OpenGL 4.4)GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)GL_ARB_texture_stencil8 (OpenGL 4.4)GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4)įor OpenGL 4 capable hardware, thesenew extensions are provided: They also include a new extension calledGL_NV_blend_equation_advanced, which adds many new advanced blendingequations.įor OpenGL 3 capable hardware, thesenew extensions are provided:
#UPDATE OPENGL 4.4 FULL#
These drivers provide full OpenGL4.4 and GLSL 4.40 functionality and implement all the ARB extensionsreleased today.
#UPDATE OPENGL 4.4 DOWNLOAD FOR WINDOWS#
To coincide with the release ofOpenGL 4.4, NVIDIA is pleased to announce our OpenGL 4.4 beta driversare available for immediate download for Windows and Linux from.
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