
GLSL_multilight_HD
2 years ago
This demo shows a bunch of rotating and textured cubes in a cubic room lit in different ways:
1) using the fixed pipeline (single and multi-pass)
2) using shaders (single and multi-pass, per-vertex and per-pixel)
3) through deferred shading
encelo.netsons.org/programming/opengl
1) using the fixed pipeline (single and multi-pass)
2) using shaders (single and multi-pass, per-vertex and per-pixel)
3) through deferred shading
encelo.netsons.org/programming/opengl
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