Author: DigiBen
This tutorial our first tutorial in our GLSL shader series. GLSL is the recognized shader language for OpenGL. Shaders allow you go send commands to the video card's GPU (Graphics Processing Unit) to perform extremely fast effects with things like lighting, morphing, bump mapping, reflections, refraction, etc. This tutorial introduces us to using a vertex and fragment (pixel) shader to apply a wavy effect to a sphere. The shader tutorial series is an advanced set of tutorials and it is expected you have gone through most of the OpenGL tutorials and understand how to use the OpenGL API.
Functions Used: glEnable(), gluNewQuadric(), gluQuadricDrawStyle(), glTranslatef(), gluSphere(), gluDeleteQuadric(), glLoadIdentity(), gluLookAt(), glDisable(), glCreateShaderObjectARB(), glShaderSourceARB(), glCompileShaderARB(), glCreateProgramObjectARB(), glAttachObjectARB(), glLinkProgramARB(), glUseProgramObjectARB(), glGetUniformLocationARB(), glDetachObjectARB(), glDeleteObjectARB(), glGetString(), wglGetProcAddress()
purchase full version
Access EXE