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This is meant to become an introduction to '''shader programming in FlightGear''', for the time being (03/2010), this is work in progress, please feel free to ask questions or suggest topics. Your help in improving and updating this article is appreciated, thanks! | |||
If you are creating a shader from scratch, you should follow the [[Shader Style Guide]]. | If you are creating a shader from scratch, you should follow the [[Shader Style Guide]]. | ||
Keep in mind that this article assumes GLSL version 120. Some of the syntax might be outdated for modern GLSL versions (330 onwards). | |||
For an OpenGL quick reference, please see: http://www.khronos.org/files/opengl-quick-reference-card.pdf for an GLSL quick reference see [http://www-evasion.imag.fr/Membres/Sebastien.Barbier/Enseignement/glsl_quickref.pdf glsl_quickref.pdf] | Tutorials about GLSL Programming in general are collected at [[GLSL Shader Programming Resources]]. For an OpenGL quick reference, please see: http://www.khronos.org/files/opengl-quick-reference-card.pdf for an GLSL quick reference see [http://www-evasion.imag.fr/Membres/Sebastien.Barbier/Enseignement/glsl_quickref.pdf glsl_quickref.pdf] | ||
== What is GLSL? == | == What is GLSL? == |
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