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


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>GeForce and Radeon OpenCL Overview

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>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
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Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
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>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





5 - Conclusion

The fog is quite useful to add realism to certain scenes or to help reducing the deepness of the field of vision. Because of the fact that the fog is computed at the fixed pipeline level, in the T&L and Texturing modules, it's necessary to know how to compute it when the rendering uses programmable shaders. The per-pixel fog permits to obtain a good visual quality but needs more GPU power.



6 - Complementary Reading


7 - Téléchargements


GLSL Fog Demoniak3D Demo Pack- (1174k)
Last Update: December 21, 2007

*** These source codes require Demoniak3D to work properly.
Demoniak3D is available here: [:: Demoniak3D Download ::].



8 - Acknowledgements

I wish to thank Vincent Manuceau (aka 'Jusan' on oZone3D.Net forums) for the good work of translating my french text in english. I also wish to thank Benoît Rogez for the tutorial pre-release feedbacks. Thank you guys!





[ Index ]

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





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
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