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TyphoonLabs' OpenGL Shading Language tutorials

Chapter 1: Introduction to GLSL


- An Introduction to Programmable Hardware
- Brief History of the OpenGL Programmable Hardware Pipeline
- Fixed Function vs. Programmable Function
* Programmable Function Scheme
* Fixed Function Scheme
- Shader 'Input' Data
* Uniform Variables
* Vertex Attributes
* Varying Variables
- Shader 'Output' Data
* Vertex Shader
* Fragment Shader
- Simple GLSL Shader Example
- Shader Designer IDE
* User Interface
* Toolbar
* Menu
* State Properties
+ Light States
+ Vertex States
+ Fragment States
* Code Editor Window
* Uniform Variables Manager

Chapter 2: GLSL Basics


- Introduction
- GLSL Language
* Mechanisms Borrowed from C++
* Character Set
* Pre-processor Keywords
* Comments
* Variables and Types
* Type Descriptions
* Type Qualifiers
* Operators and Preference
* Subroutines
* Flow Control
* Built-in Variables
* Built-in Constants
* Built-in Attributes
* General Built-in Uniform States
* Varying Variables
* Built-in Functions

Chapter 3: GLSL Basic Shaders


- Introduction
- First Basic Shader
* Simple Shader 1
* Simple Shader 2: Using Varying Variables
- Using Built-in Uniforms and Attributes
- Texturing and Multitexturing (Vertex Attributes)
- Discard Shader and Subroutines
- Simple Illumination Model 1
- Simple Illumination Model 2: Per Vertex Specular &
Glossines

Chapter 4: Advanced Shaders


- Introduction
- Per Pixel Illumination Model
- Bump Mapping
- Simple Parallax Shader
- Mandelbrot Shader (Flow Control)
- Advanced Illumination Model

Chapter 5: Appendix
- Using GLSL Shaders Within OpenGL Applications
* Loading and Using Shaders
* Using Uniforms
* Using Textures
* Using Vertex Attributes
- How To Use the 3DSMax5 Mesh Exporter
- References

Contact: jrodriguez 'at' parallel-games.com

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