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Shader Coding - Best Practices

541 bytes added, 15:34, 22 February 2014
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{{WIP|Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html}}
 
== File Header ==
{{Note|It's a good idea to add a header to each shader detailing:
* filename
* purpose
* license
* author
* rendering pipeline (rembrandt/default)
* description
<syntaxhighlight lang="glsl">
// -*- mode: C; -*-
// urban.frag
// Licence: GPL v2
// Author: Frederic Bouvier.
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
</syntaxhighlight>
}}
 
== Supported GLSL Versions ==
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