Question: How does anyone temporarily disable the NVidia GPU so that their rig resorts to intel GPU only as per @TheEmu's situation.? It stands to reason, if members cannot temporarily do that, surely they will never know whether anything is working to GLSL rules or not. Problems shouldn't be fractal but they seem to beget each other lol.
in vec4 TexCoord;
out vec4 vTexCoord;
in vec4 FragColor;
out vec4 Colsize;
blur0 = texture2D(texture0, vec2(vTexCoord.x - ((fm0) * blurSize), vTexCoord.y - ((fm1) * blurSize)));
blur1 = texture2D(texture1, vec2(vTexCoord.x - ((fm2) * blurSize), vTexCoord.y - ((fm3) * blurSize)));
blur2 = texture2D(texture2, vec2(vTexCoord.x - ((fm4) * blurSize), vTexCoord.y - ((fm5) * blurSize)));
blur0 = texture2D(texture0, vec2(vTexCoord.x - ((fm0) * blurSize), vTexCoord.y - ((fm1) * blurSize)));
blur1 = texture2D(texture0, vec2(vTexCoord.x - ((fm2) * blurSize), vTexCoord.y - ((fm3) * blurSize)));
blur2 = texture2D(texture0, vec2(vTexCoord.x - ((fm4) * blurSize), vTexCoord.y - ((fm5) * blurSize)));
uniform sampler2D texture0;
varying vec4 gl_TexCoord[];
void main ()
{
vec4 Value = texture2D ( texture0, gl_TexCoord[0].xy );
vec3 qq = vec3 ( Value.r + Value.g + Value.b ) * 0.3;
Value += vec4(-qq,Value.a) + 1.0;
gl_FragColor = Value * 0.075 / qq.rrrr;
}
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