OpenGL (core profile) & Real-Time Rendering

In this project, I played around with some of the techniques in real-time rendering using C++ and OpenGL (and glsl). This project is a mix of a learning exercise and a testbed for trying different ideas.

 
 

I wrote procedural fragment shaders to get these outputs. Different ideas like distance field, polar coordinates, cellular noise, Voronoi diagram, and more had gone into their creation. The code can be run on the The Book of Shaders website.

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2D Game Engine

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Maya