Shader work at the programmable end of the pipeline.
A smaller, older project focused on writing and integrating GLSL shaders in an OpenGL rendering pipeline. It is less polished than the larger case studies, but it documents hands-on work with programmable stages and real-time material effects.
This older project is intentionally presented as a focused technical reference rather than a polished product. It shows practical experience writing GLSL and connecting shader stages to an interactive OpenGL application.
- Wrote GLSL shaders for the programmable rendering stages
- Connected shader inputs, transforms and scene data
- Experimented with real-time shading and material response
- Kept as a compact reference for graphics-pipeline experience