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https://github.com/MauriceGit/Simple_GLSL_Shader_Example

A very simple example of how shaders in OpenGL can be used, to color Objects or map a texture on some triangles.
https://github.com/MauriceGit/Simple_GLSL_Shader_Example

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A very simple example of how shaders in OpenGL can be used, to color Objects or map a texture on some triangles.

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# **OpenGL Shader Project**

This project was part of a lecturing/tutorial for a computer graphics class at university.

It consists of most of the OpenGL shader basics needed for further and more complex projects like Pathtracing and SSAO.

With this kind of example-project I would have saved myself lots of hours some years ago.

## **Knowledge Requirement**

If you are completely new to OpenGL or new to programming this is not the tutorial for you!
What you need is a basic understanding of OpenGL and the rendering pipeline.
Also you know how to initialize buffers, allocate memory and generally handle and write C-code.

So if you already build some smaller stuff with OpenGL and want to step your game up with some
shaders - this is for you!

## **This is what you get**

You can toggle between five different modes. Each mode is very shortly explained on the screen itself,
so you know what you are looking at.

- **Simple coloring of areas**. The fragment shader is used to color your object in just one color. This is
the simplest shader you can get.

![One color](https://github.com/MauriceGit/Simple_GLSL_Shader_Example/blob/master/Screenshots/simple_color.png "Shader with one color")

- **Take the coordinates as color**. The fragment shader interprets the interpolated coordinates as RGB-color and colors your object
with that color.

![Coord color](https://github.com/MauriceGit/Simple_GLSL_Shader_Example/blob/master/Screenshots/coord_color.png "Shader with coordinate-color")

- **Texture**. A texture is loaded and mapped onto the object.

![Texture](https://github.com/MauriceGit/Simple_GLSL_Shader_Example/blob/master/Screenshots/texture.png "Shader with texture")

- **Framebuffer-Texture**. The scene is rendered into a framebuffer object which is bound to a texture-object. The resulting texture is then
mapped onto the object.

![fbo-texture](https://github.com/MauriceGit/Simple_GLSL_Shader_Example/blob/master/Screenshots/fbo_texture.png "Shader with framebuffer-object")

- **Framebuffer-Depth-Texture**. The scene is rendered into a framebuffer object which is bound to a depth-buffer-texture. The texture-values
are then linearized and mapped onto the object. Showing grey values corresponding to the depth of the scene.

![fbo-depth-texture](https://github.com/MauriceGit/Simple_GLSL_Shader_Example/blob/master/Screenshots/depthbuffer_texture.png "Shader with framebuffer-object (depth)")

## **Install && Run**

I tested this simulation on a debian-based Linux OS (Ubuntu, Mint, ...). It should run on other machines as well but is not
tested.

### **Requirements**

The following system-attributes are required for running this simulation:

- A graphics card supporting OpenGL version 3.3 (For the shaders).

- Unix-Libraries: xorg-dev, freeglut3-dev and mesa-common-dev

### **Running**

Compiling and running is pretty straight forward.

- ./compile.sh

- ./shaderDemo

While the simulation runs, you can move around (always looking to the center!) with your mouse (left-klick and move).

To toggle the different modes, press 's'.

Pressing 'h' at any point will give you help and all possible mouse/key assignments.

Good luck and have fun!