Wikibooks:Collections/GLSL Programming in Blender

An Introduction to Real-Time 3D Graphics

 * Introduction


 * Basics
 * Minimal Shader
 * RGB Cube
 * Debugging of Shaders
 * Shading in View Space


 * Transparent Surfaces
 * Cutaways
 * Transparency
 * Order-Independent Transparency
 * Silhouette Enhancement


 * Basic Lighting
 * Diffuse Reflection
 * Specular Highlights
 * Two-Sided Surfaces
 * Smooth Specular Highlights
 * Two-Sided Smooth Surfaces
 * Multiple Lights


 * Basic Texturing
 * Textured Spheres
 * Lighting Textured Surfaces
 * Glossy Textures
 * Transparent Textures
 * Layers of Textures


 * Advanced Texturing
 * Lighting of Bumpy Surfaces
 * Reflecting Surfaces


 * Appendix on OpenGL Pipeline and GLSL Syntax
 * A.1 OpenGL ES 2.0 Pipeline
 * A.2 Vertex Transformations
 * A.3 Vector and Matrix Operations
 * A.4 Applying Matrix Transformations
 * A.5 Rasterization
 * A.6 Per-Fragment Operations