Introduction to Opengl Programmablepipeline Basicparticlesystem Jogl Variation 01

Exploring Opengl Programmablepipeline Basicparticlesystem Jogl Variation 01 reveals several interesting facts. Same code as in the

Opengl Programmablepipeline Basicparticlesystem Jogl Variation 01 Comprehensive Overview

Another Basic stateless "Particle System" calculated entirely as vertex shader. GLSL based depth texture shadow mapping. This "raw" shadow mapping routine main purpose is to provide a code base for more ...

Hello Everyone, In this lecture #2, U can learn about

Summary & Highlights for Opengl Programmablepipeline Basicparticlesystem Jogl Variation 01

  • Hello Everyone, In this lecture #
  • Some fragment shaders implementing linear convolution. Namely: Blur, Dilation, Erosion, Laplacian, Prewitt, Sharpen and Sobel.
  • Some basic frament shaders in action. Namely: Color Invert, Gray Invert, Grayscale and Sepia.
  • Simply renders a fullscreen quad filled with a 2D texture to a FBO wich is afterwards used as texture for a pre-/post-/blender-filter.
  • "Intermediate Particle System" using a more complex movement algorithm as in the "

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