Index
A
- array / Arrays
- attributes
- used, in interface blocks / Example – using attributes in the interface blocks
B
- basic lighting theory / Basic lighting theory
- basic types / Basic types
- break statement / Flow control
- buffer keyword / Raw data computations
C
- cast types / Castings and conversions
- clipping / Geometry stages (per-vertex operations)
- code comments / Code comments
- compute shaders / Compute shaders
- conversions / Castings and conversions
- crowd of butterflies example / A crowd of butterflies
E
- EmitVertex() function / Example – pass-thru shader
- EndPrimitive() function / Example – pass-thru shader
- examples
- solid color mesh / Solid color mesh
- interpolated colored mesh / Interpolated colored mesh
- interpolators, using to compute texture coordinates / Using interpolators to compute the texture coordinates
- Phong lighting / Phong lighting
- pass-thru shader / Example – pass-thru shader
- attributes, using in interface blocks / Example – using attributes in the interface blocks
- execution model
- about / Execution model, Execution model
- fragment shader, terminating / Terminating a fragment shader
- external stages / External stages
F
- fill rate / Execution model
- fixed design
- and programmable design, difference between / Differences between fixed and programmable designs
- Flat Shading / Basic lighting theory
- flow control / Flow control
- fragment shader
- terminating / Terminating a fragment shader
- fragment shaders / Fragment shaders
- fragment stages / Fragment stages (per-fragment operations)
- functions / Functions
G
- geometry sample
- drawing / Drawing a simple geometry sample
- distorting / Distorting a geometry sample
- interpolators, using / Using interpolators
- geometry shader / Geometry stages (per-vertex operations)
- geometry shaders / Geometry shaders
- versus vertex shaders / Geometry shaders versus vertex shaders
- geometry stages
- vertex data / Geometry stages (per-vertex operations)
- textures / Geometry stages (per-vertex operations)
- vertex shader / Geometry stages (per-vertex operations)
- geometry shader / Geometry stages (per-vertex operations)
- clipping / Geometry stages (per-vertex operations)
- perspective division / Geometry stages (per-vertex operations)
- viewport transform / Geometry stages (per-vertex operations)
- glDispatchCompute function / Render to texture example
- gl_Position / Uniform variables
- Gouraud Shading / Basic lighting theory
- GPU
- about / GPU, a vectorial and parallel architecture
- graphics hardware
- history / A brief history of graphics hardware
- Graphics Rendering Pipeline
- about / A brief history of graphics hardware
- geometry stages / Geometry stages (per-vertex operations)
- fragment stages / Fragment stages (per-fragment operations)
- external stages / External stages
- fixed and programmable designs, difference / Differences between fixed and programmable designs
I
- input layout
- options for / Inputs and outputs
- inputs
- about / Inputs and outputs
- input variables / Other input variables
- instructions / Instructions
- interface blocks
- about / Interface blocks
- attributes, using / Example – using attributes in the interface blocks
- interpolated colored mesh / Interpolated colored mesh
- interpolators
- about / Using interpolators
- using / Using interpolators
L
- Language basics
- instructions / Instructions
- basic types / Basic types
- variable initializers / Variable initializers
- vector operation / Vector and matrix operations
- matrix operation / Vector and matrix operations
- cast types / Castings and conversions
- conversions / Castings and conversions
- code comments / Code comments
- flow control / Flow control
- loops / Loops
- structures / Structures
- array / Arrays
- functions / Functions
- preprocessor / Preprocessor
- layout keyword / Inputs and outputs
- lighting example code / Lighting example code
- loops / Loops
M
- matrix operation / Vector and matrix operations
N
- Normal mapping / Basic lighting theory
O
- OpenGL
- URL / The Language
- OpenGL Shading Language (GLSL) / A brief history of graphics hardware
- output layer
- options for / Inputs and outputs
- outputs
- about / Inputs and outputs
- output variables / Shader output variables
P
- pass-thru shader / Example – pass-thru shader
- perspective division / Geometry stages (per-vertex operations)
- Phong lighting / Phong lighting
- Phong lighting model
- about / Basic lighting theory
- Phong Shading / Basic lighting theory
- position attribute / Interpolated colored mesh
- preprocessor / Preprocessor
- programmable design
- and fixed design, difference between / Differences between fixed and programmable designs
R
- raw data
- computing / Raw data computations
S
- shaders environment
- about / The shader environment
- shaders types
- about / Types of shaders
- vertex shaders / Vertex shaders
- fragment shaders / Fragment shaders
- geometry shaders / Geometry shaders
- compute shaders / Compute shaders
- shader variables
- uniform variables / Uniform variables
- input variables / Other input variables
- output variables / Shader output variables
- Simple lighting
- basic lighting theory / Basic lighting theory
- lighting example code / Lighting example code
- solid color mesh / Solid color mesh
- structures / Structures
T
- texture example
- rendering to / Render to texture example
U
- uniform variables / Uniform variables, Uniform variables
V
- variable initializers / Variable initializers
- vector operation / Vector and matrix operations
- vertex array object (VAO) / Vertex attributes
- vertex attribute
- about / Vertex attributes
- examples / Vertex attributes
- vertex data / Geometry stages (per-vertex operations)
- vertex shader
- about / Geometry stages (per-vertex operations)
- Vertex shader input
- vertex attribute / Vertex attributes
- uniform variables / Uniform variables
- Vertex shader output
- about / Vertex shader outputs
- vertex shaders / Vertex shaders
- versus geometry shaders / Geometry shaders versus vertex shaders
- viewport transform / Geometry stages (per-vertex operations)