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INVALID_OPERATION will be returned by glProgramBinary if the binary code is rejected. If this happens, you must recompile the GLSL source code the usual way and then use glGetProgramBinary in order to grab the new binary shader. So, basically, something like like this rough pseudo-source: load_shader(path): binary := load_binary(path) if binary != ...


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Your shader, vertex structure, and glVertexAttribPointer calls do not agree. This tends to cause unusual behavior because you're mapping unexpected values to the GPU pipeline. Your vertex structure says you have a 3-vector for position, a 2-vector for for texture coordinates, and a 3-vector for the normal (a total of eight floats per vertex). Your ...


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There are two issues in the C# version, compared to the C++ version. When fixed, the project runs as expected. The C++ version is using glutInitContextProfile(GLUT_CORE_PROFILE); while the C# version is not. You can fix that by changing the Game constructor to: public Game() : base(800, 600, GraphicsMode.Default, "Example", ...


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I think that it is impossible to solve your problem just by using a pair of tricky fragment and vertex shaders. That is why: You select a set of UV points in 2D space. Then, using the function you have defined, you can get another "linked" set of UV points. But you still have to get somehow 3D coordinates from the surface UV coordinates. So your problem can ...


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That is the standard way of doing a Gaussian blur however, you can use only 2 textures like this: bind the original texture blur horizontally to the second texture bind the blurred horizontally texture blur vertically to the original texture



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