Current version: 0.45.1 | Current version: 1.30.0
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| Current version: 0.3.0 | Current version: 0.3.0
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GLSL ProgrammingOpenGL Shading Language
» Back to Tutorials Index
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  | | Fog with GLSL |
| | Fog implementation using GLSL - Use of gl_FogFragCoord, gl_FragCoord, gl_FogCoord and gl_Fog variables. |
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  | | Mesh Deformers |
| | Two examples of mesh deformers using the GPU: surface deformer and mesh twister. |
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  | | The Art of Texturing using the GLSL |
| | This tutorial shows the common techniques of texturing and their implementation with GLSL (simple and multtexturing, sphere mapping, dual paraboloid mapping, cube mapping, texture warping, projective texture mapping). |
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  | | Vertex Displacement Mapping |
| | Explanation of the vertex displacement mapping technique to deform a mesh using a texture look up from a vertex shader. |
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  | | Normal-Map Compression |
| | The problem of normal-map (or bump-map) compression and how to solve it (renormalization - swizzled-DXT5 - ATI 3Dc). |
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  | | Image Filtering |
| | Image filtering and GLSL filters implementation (convolution kernels). |
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  | | Ambient Occlusion Lighting |
| | Présentation of ambient occlusion lighting technique. Occlusion-maps creation. Ambient occlusion GLSL shader. |
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  | | Bump Mapping |
| | Bump mapping implementation using GLSL shader. Lighting equations. Tangent space. |
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  | | Normal-maps |
| | Presentation and creation of normal-maps (or bump-maps). |
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  | | Introduction to GLSL |
| | This tutorial presents the basis about GLSL shading language. GLSL shader integration into Demoniak3D. |
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