GLSL Programming

An Introduction to Real-Time 3D Graphics

Table of Contents

 * Introduction
 * GLSL in Specific Frameworks and Platforms
 * GLSL in Unity 3.5 (Unity's ShaderLab with JavaScript)
 * GLSL in Blender 2.63 (Blender's Python API)
 * GLSL in OpenGL and GLUT (OpenGL ≥ 2.0 with C/C++)
 * [stub:] GLSL in HTML5 (WebGL with JavaScript)


 * [stub:] GLSL in the iOS SDK (OpenGL ES 2.0 with Objective-C)
 * [stub:] GLSL in the Android SDK (OpenGL ES 2.0 with Java)
 * [stub:] GLSL in the Android NDK (OpenGL ES 2.0 with C/C++)
 * [stub:] GLSL in OpenSceneGraph (OpenGL 2.0 with C++)
 * [stub:] GLSL in OGRE (OGRE's material scripts)
 * [stub:] GLSL in Panda3D (C++ API)
 * [stub:] GLSL in Torque 3D (TorqueScript)
 * [stub:] GLSL in the Irrlicht Engine (C++ API)


 * General GLSL and OpenGL (ES) Topics (linked from the previous sections)
 * Overview of the OpenGL (ES) 2.0 Graphics Pipeline
 * Vertex Transformations (Modeling, Viewing, Projection, and Viewport Transformations)
 * Vector and Matrix Operations in GLSL (includes references about GLSL syntax)
 * Applying Matrix Transformations to Points, Directions, and Normals in GLSL
 * Rasterization (Interpolation of Varying Variables)
 * Per-Fragment Operations (Stencil Test, Depth Test and Blending, etc.)
 * [stub:] Anti-Aliasing Techniques
 * [stub:] Phong Reflection Model