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@ishikawash
ishikawash / gist:4648390
Created January 27, 2013 13:46
Distance function with texture mapping.
#version 120
// === vertex shader
//
// When you use OpenGL Shader Builder to execute shader programs,
// * select plane as geometry
// * set resolution to 640x480
// * set scale_factor to 2.5
uniform vec2 resolution;
@ishikawash
ishikawash / gist:4608718
Created January 23, 2013 16:05
Distance function : example program
#version 120
// === vertex shader
//
// When you use OpenGL Shader Builder to execute shader programs,
// * select plane as geometry
// * set resolution to 640x480
// * set scale_factor to 2.5
uniform vec2 resolution;
@ishikawash
ishikawash / gist:3287209
Created August 7, 2012 16:46
bump mapping example ( calculating tangent vector by vertex shader )
// vertex shader
#version 120
uniform vec3 light_position; // in eye space
varying vec3 light_dir;
varying vec3 eye_dir;
varying vec2 uv;
vec3 calculate_tangent(vec3 n) {
@ishikawash
ishikawash / gist:3249901
Created August 3, 2012 17:42
Rendering sin wave in GLSL
// vertex shader ----------------------------------
uniform float t;
uniform float freq;
uniform float amp;
varying vec3 normal;
varying vec2 uv;
void main()