User:Dirk Hünniger/gsl

=Introduction=

= Minimal Shader=

= RGB Cube=

= Debugging of Shaders=

= Shading in World Space=

= Cutaways=

= Transparency=

= Order-Independent Transparency=

= Silhouette Enhancement=

= Diffuse Reflection=

= Specular Highlights=

= Two-Sided Surfaces=

= Smooth Specular Highlights=

= Two-Sided Smooth Surfaces=

= Multiple Lights=

= Textured Spheres=

= Lighting Textured Surfaces=

= Glossy Textures=

= Transparent Textures=

= Layers of Textures=

= Lighting of Bumpy Surfaces=

= Projection of Bumpy Surfaces=

= Cookies=

= Light Attenuation=

= Projectors=

= Reflecting Surfaces=

= Curved Glass=

= Skyboxes=

= Many Light Sources=

= Brushed Metal=

= Specular Highlights at Silhouettes=

= Diffuse Reflection of Skylight=

= Translucent Surfaces=

= Translucent Bodies=

= Soft Shadows of Spheres=

= Toon Shading=

= Screen Overlays=

= Billboards=

= Nonlinear Deformations=

= Shadows on Planes=

= Mirrors=

=OpenGL ES 2.0 Pipeline=

=Vertex Transformations=

=Vector and Matrix Operations=

=Applying Matrix Transformations=

=Rasterization=

=Per-Fragment Operations=