Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)
Leap Motion: Touchless Hand Tracking Controller
Leap Motion
Touchless Hand Tracking
GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines

Posts Tagged ‘deferred shading’


Deferred Shading in OpenGL + OpenGL SuperBible 6th Ed. Code Sample Pack with Binaries

Be the first to comment - What do you think?  Posted by JeGX - 2013/10/18 at 10:14

Categories: OpenGL, Programming   Tags: , , , , , , , , , , ,

OpenGL SuperBible 6 demo
The deferred shading demo at 50FPS on a GTX 660


Read more…


Deferred Shading With Compute Shaders in Frostbite 2 Engine

Be the first to comment - What do you think?  Posted by JeGX - 2009/08/27 at 09:07

Categories: Game Development, Microsoft DirectX   Tags: , , , ,

Deferred Shading in Frostbite 2 Engine


Read more…


Deferred Shading Demo with Direct3D 10.1

Be the first to comment - What do you think?  Posted by JeGX - 2008/10/22 at 18:35

Categories: Game Development, Microsoft DirectX   Tags: , , ,

Deferred Shading Demo with Direct3D 10.1


Read more…


Deferred Rendering in Leadwerks Engine

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/05 at 22:43

Categories: OpenGL, Programming   Tags: , , , , ,

Leadwerks Software has released a paper describing their experience implementing deferred lighting in the OpenGL-based Leadwerks Engine. The paper includes some GLSL code for reconstructing screen space positions without need for a position float buffer, as well as a few results surprising to the author.

This paper is available HERE – PDF

—-
-source-