Remarks on GLSL archives implementation

2005 November 4
KIST IMRC
Jinwook Kim

You may need texture files for the examples below.

1. Normal mapping

Test simple normal mapping and parallax mapping.

2. Shadow map

Test simple shadow mapping with or without percentage closer filter(PCF).

3. Buffer reduction

Test a performance of buffer reduction on various conditions

4. Depth corrected shadow map

At a fragment shader, write gl_FragDepth according to the transformed vertex position.

5. Texture viewer

Verify a texture file whether it works with the glsl_common framework.

6. Displacement mapping

7. Soft shadow

Soft shadow by blurring the shadow map in a screen space. Compare the results with and without PCF and Gaussian blur.