(Shader Library) Electrocardiogram Effect (GLSL)
Categories: GeeXLab, Programming, Shader Library Tags: demo, effect, electrocardiogram, geexlab, glsl, opengl, pixel shader, shader library

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How to Make a Simple Tunnel Effect
Categories: GeeXLab, OpenGL, Programming, Tutorial Tags: demo, effect, geexlab, glsl, Programming, tunnel

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Crysis 2 Direct3D 11 Effects Overview
Categories: Microsoft DirectX, Video Games Tags: bokeh, crysis 2, Depth of Field, direct3d 11, dx11, effect, hdr, tessellation, water
(Shader Library) Swirl Post Processing Filter in GLSL
Categories: GeeXLab, OpenGL, Programming, Shader Library Tags: demo, effect, filter, geexlab, glsl, opengl, post processing, shader, swirl, swirling, whirl

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(Shader Library) Cross Stitching Post Processing Filter in GLSL
Categories: Game Development, GeeXLab, OpenGL, Shader Library Tags: 3d, cross stitching, crossstitching, effect, filter, geexlab, glsl, opengl, pixel bender, post processing, Programming, sfx, shader

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(Shader Library) Simple 2D Effects: Sphere and Ripple in GLSL
Categories: Demoscene, GeeXLab, OpenGL, Shader Library Tags: Demoscene, effect, geexlab, glsl, opengl, ripple, shader library

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[Shader Library] Pixelation Post Processing Effect (GLSL)
Categories: Game Development, GeeXLab, OpenGL, Shader Library Tags: effect, filter, geexlab, glsl, pixelate, pixelation, post processing, shader, shader library
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A pixelated Qoob mesh
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[Shader Library] Posterization Post Processing Effect (GLSL)
Categories: GeeXLab, Programming, Shader Library Tags: effect, geexlab, glsl, posterization, real-time, shader, shader library

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[Shader Library] Lens Circle Post Processing Effect (GLSL)
Categories: Game Development, GeeXLab, Shader Library Tags: effect, game development, geexlab, glsl, lens, post processing, shader library

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Programming Metaballs in 2D
Categories: Programming Tags: 2d, effect, graphics, metaball, organic, Programming
Yeah, Gamedev offers us a cool article about 2D metaballs: what they are, and how to implement them. Metaballs are these squishy circular objects that have an organic look and feel that were widely used in demoscene.
Read this nice tutorial here: http://www.gamedev.net/reference/programming/features/isometa2d/















