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 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

>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

Current version: 0.3.0

 Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Libraries and Plugins
>Demos
>Codes Samples

 Fog in GLSL By Jerome 'JeGX' Guinot - jegx_AT_ozone3d(dot)net Initial draft: December 21, 2007 [ Index ]�Next Page 2 - Fog Density Equations These equations allow to define the way fog density behaves according to the distance between the camera and a given vertex . The aim of these equations is to compute a fog factor, (the fogFactor) that will allow to mix the fragment color (at the pixel shader level) with the fog color. With fixed pipeline, there are two ways to compute the fog factor: linear or exponential. We will focus on the exponential method, because of its more realistic fog rendering possibilities . But keep in mind that those methods are linked to the fixed pipeline and that with the programmable pipeline we can compute totaly different calculus which shall suit better to a given scene (as an example, for each color composant we can set a different fog factor) . The fog density equations are as follows : Linear equation (corresponds to GL_LINEAR): fogFactor = (end - z) / (end - start) Exponential equations (correspond to GL_EXP and GL_EXP2): fogFactor = e-(density * z) and fogFactor = e-(density * z)2 The following chart shows the fog factor evolution according to the distance : [ Index ]�Next Page

 GeeXLab demos

GLSL - Mesh exploder

PhysX 3 cloth demo

Normal visualizer with GS