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{{WIP|Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html}} | {{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 == | == Supported GLSL Versions == |