GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 
Fog in GLSL

By Jerome 'JeGX' Guinot - jegx_AT_ozone3d(dot)net

Initial draft: December 21, 2007


[ Index ]

Page 1 | Page 2 | Page 3 | Page 4 | Page 5

�Next Page



Stumble it! | | | |






1 - Introduction

2 - Fog Density Equations

3 - Per-Vertex Fog Computation

4 - Per-Pixel Fog Computation

5 - Conclusion

6 - Complementary Reading

7 - Downloads

8 - Acknowledgements




1 - Introduction

Why writing a tutorial about fog ? Have you heard of the new features of Direct3D 10 or OpenGL 3.0? Or more accurately, by the lack of features? For simplicity reasons, (I hope so at least ...) D3D10 no longer supports the fixed functions of the 3D pipeline. The first aftermath is that these features have to be coded again at the shaders' level (lighting, materials, texturing, fog ...). The second aftermath is that D3D10 requires a barely high level of skills in order to code a simple scene, because you have to know how to handle programable shaders, even for a simple scene .

On its part, OpenGL keeps giving fixed pipeline support, whilst it supports the new features of the programmable pipeline. The best of all worlds for begining developer, as for the skilled one.

In this tutorial, we shall see how to add fog support to our real-time GLSL-written shaders (OpenGL Shading Language). Fog support already existssince the first implementations of OpenGL at the fixed pipeline level, but if your objects' rendering uses GLSL shaders, you'll need to implement it at the programmable pipeline level. At the end of this tutorial, you'll be able to implement fog equations in any environment (OpenGL or Direct3D).

OpenGL.org

We shall use the Demoniak3D platform in order to experiment our GLSL shaders.

For your feedbacks, please use the following thread: GLSL Fog Tut @ oZone3D.Net Forums.





[ Index ]

Page 1 | Page 2 | Page 3 | Page 4 | Page 5

�Next Page





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
Page generated in 0.0032031536102295 seconds.