Auxiliary files (images, textures, obj geometry files, etc) can be found here.
Shader files can be found here:
Glib | Vertex Shader | Tess Control Shader | Tess Eval Shader | Geometry Shader | Fragment Shader | Comments |
---|---|---|---|---|---|---|
beziercurve.glib | beziercurve.vert | beziercurve.geom | beziercurve.frag | Bezier curve using geometry shaders | ||
beziersurface.glib | beziersurface.vert | beziersurface.tcs | beziersurface.tes | beziersurface.geom | beziersurface.frag | Bezier surface using tessellation shaders |
cloud.glib | cloud.vert | cloud.frag | Procedural clouds using noise | |||
corvallis.glib | corvallis.vert | corvallis.frag | Hyperbolic geometry | |||
edge.glib | edge.vert | edge.frag | Edge detection | |||
eroded.glib | eroded.vert | eroded.frag | Erosion using noise and discard | |||
explode.glib | explode.vert | explode.geom | explode.frag | Triangles explode into points | ||
image.glib | image.vert | image.frag | Lots of image processiong examples in one shader | |||
imageRipple.glib | imageRipple.vert | imageRipple.frag | A sin*sin function on an image | |||
lighting.glib | lighting.vert | lighting.frag | Shows many variations of lighting parameters | |||
mandelzoom.glib | mandelzoom.vert | mandelzoom.frag | Zoom very far into the mandelbrot set | |||
multiband.glib | multiband.vert | multiband.frag | Combining 3 satellite images to produce data | |||
ovalnoise.glib | ovalnoise.vert | ovalnoise.frag | Create patterns using noise and ellipses | |||
pleats.glib | pleats.vert | pleats.frag | Create a curtain from a flat quad | |||
rainbow.glib | rainbow.vert | rainbow.frag | Rainbow stripes | |||
reflect.glib | reflect.vert | reflect.frag | Cube map reflection | |||
refract.glib | refract.vert | refract.frag | Cube map refraction | |||
screen.glib | screen.vert | screen.frag | Shows why the discard command is necessary | |||
shrink.glib | shrink.vert | shrink.geom | shrink.frag | Shrink triangles using a geometry shader | ||
silh.glib | silh.vert | silh.geom | silh.frag | Produce silhouettes using a geometry shader | ||
sphereadapt.glib | sphereadapt.vert | sphereadapt.tcs | sphereadapt.tes | sphereadapt.geom | sphereadapt.frag | A sphere tessellation adapts to its screen coverage |
stripes.glib | stripes.vert | stripes.frag | Shows the difference between texturing in Model Coords vs. Eye Coords | |||
terrain.glib | terrain.vert | terrain.frag | Oregon terrain using bump-mapping | |||
transition.glib | transition.vert | transition.frag | Shows the wiping transition between two images | |||
world.glib | world.vert | world.frag | Shows a world texture mapped onto a sphere |