← All projectsRendering pipeline · Graphics project · 2024

OpenGL Shader Experiments

An earlier graphics project exploring programmable OpenGL shading and the GPU rendering path.

Vertex dataattributes · uniforms
GLSL shader stagevertex · fragment
Frame outputshaded geometry
INPUTOUTPUT
GLSLprogrammable shaders
OpenGLgraphics API
GPUshader execution
Solographics project
// rendering pipeline

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
// pipeline stages

Vertex data in, shaded pixels out.

01

Vertex stage

GLSL vertex shaders transform geometry and prepare the values passed to later stages.

02

Fragment stage

Fragment shaders turn interpolated data into per-pixel colour and material response.

03

Uniforms + attributes

Shader parameters are connected to scene state through uniforms, attributes and buffer data.

04

Real-time feedback

The OpenGL loop makes shader changes visible immediately, which is useful for testing lighting and material behaviour.

// same category

A larger renderer applies the same ideas.

The APG semester renderer builds on the same graphics foundation with primitives and a simple ray-tracing mode.

View renderer project
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