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Small noise / random function in GLSL: varying vec3 v; float rand(vec2 n) { return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); } void main(void) { float x = rand(v.xz); gl_FragColor = vec4(x, x, x, 1.0); } Noise function tested in GeeXLab (OpenGL 2):
By Christophe [Groove] Riccio - www.g-truc.net And Jerome [JeGX] Guinot - jegx[NO-SPAM-THANKS]@ozone3d.net Initial draft: May 1, 2006 Last Update: January 7, 2007 Vertex buffer object (VBO) is a new�method used to describe geometric primitives. It had been introduced by NV_vertex_array_range and ATI_vertex_array_object extensions promoted to ARB_vertex_buffer_object and finally integrated into the
By Jerome Guinot aka 'JeGX' - jegx [at] ozone3d (dot) net Initial draft: April 15, 2006 The aim of this tutorial is to show how to implement the main techniques of texture mapping in GLSL (OpenGL Shading Language). Simple texturing, multitexturing, environment mapping (sphere, dual paraboloid and cube), texture warping, projective texture mapping as well as some examples of special textures (alpha
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In this tutorial, we will see how to implement in GLSL (OpenGL Shading Language) the filters usually used in image processing: blur (Gaussian Filter), de-dusting (Mean Filter), edegs detection (Laplacian Filter), emboss and sharpness. All these filters are found in all image processing softwares (Photoshop, Paintshop Pro...). The convolution is an operation in which the final pixel is the weighted
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