GeeXLab
Current version: 0.17.x
»GeeXLab homepage

FurMark
Current version: 1.19.1
»FurMark homepage
»FurMark 1.9.x Submissions

GPU Caps Viewer
Current version: 1.37.0.0
»GPU Caps Viewer homepage
»GPU DB Submissions

GPU Shark
Current version: 0.10.0.4
»GPU Shark homepage


Blogs
»JeGX's HackLab

Geeks3D's Articles
»GPU Memory Speed Demystified

»Multi-Threading Programming Resources

»GeForce and Radeon OpenCL Overview

»How to Get your Multi-core CPU Busy at 100%

»How To Make a VGA Dummy Plug

»Night Vision Post Processing Filter


PhysX FluidMark
Current version: 1.5.2
»FluidMark homepage
»FluidMark 1.4.x Submissions

TessMark
Current version: 0.3.0
»TessMark homepage

ShaderToyMark
Current version: 0.3.0
»ShaderToyMark homepage
»ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
»Demoniak3D
»Download
»Libraries and Plugins
»Demos
»Online Help - Reference Guide
»Codes Samples

3D Graphics Search Engine:

The Geeks Of 3D

 

GLSL Programming

OpenGL Shading Language

» Back to Tutorials Index



 Fog with GLSL
  Fog implementation using GLSL - Use of gl_FogFragCoord, gl_FragCoord, gl_FogCoord and gl_Fog variables.

 How to bypass a Catalyst 7.11/7.12 GLSL Bug
  This article shows a workaround of a GLSL bug present in the Catalyst drivers 7.11 and 7.12.

 Mesh Deformers
  Two examples of mesh deformers using the GPU: surface deformer and mesh twister.

 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).

 Vertex Displacement Mapping
  Explanation of the vertex displacement mapping technique to deform a mesh using a texture look up from a vertex shader.

 Normal-Map Compression
  The problem of normal-map (or bump-map) compression and how to solve it (renormalization - swizzled-DXT5 - ATI 3Dc).

 Lighting in GLSL - Phong Model
  This article presents the Phong lighting model and its implementation in GLSL for point and spot lights.

 The Mandelbrot Set: Colors of Infinity
  Theory and implementation on GPU with GLSL of Mandelbrot fractal rendering. Introduction to GPGPU.

 Image Filtering
  Image filtering and GLSL filters implementation (convolution kernels).

 Ambient Occlusion Lighting
  Présentation of ambient occlusion lighting technique. Occlusion-maps creation. Ambient occlusion GLSL shader.

 Bump Mapping
  Bump mapping implementation using GLSL shader. Lighting equations. Tangent space.

 Normal-maps
  Presentation and creation of normal-maps (or bump-maps).

 S3TC Texture Compression
  Texture compression (S3TC - DXT1/5) and how use it in Demoniak3D.

 Introduction to GLSL
  This tutorial presents the basis about GLSL shading language. GLSL shader integration into Demoniak3D.



GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Geeks3D latest news


Geeks3D forum news


Misc
»Texture DataPack #1
»Asus Silent Knight CPU Cooler
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