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[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
[Y]
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faceforward function false literal Boolean constant fBm Fernando, Randima Filter width Filtering 2nd 3rd Finding Nemo, 2nd Fixed functionality 2nd convolution operation disabling distance attenuation algorithm enabling texture on texture unit fragment processing graphics operations lighting model setting texture function for texture unit vertex processors Fixed-function processing Flat shading 2nd float data type 2nd 3rd 4th 5th Floating-point matrix types Floating-point numbers Floating-point values 2nd 3rd Floating-point vector floor function 2nd 3rd 4th Flow control built-in functions calling conventions functions Flow-control constructs fltransform function Focus point Fog 2nd 3rd Fog effect Fog factor, clamping For coordinate value for statement 2nd Formal function parameters fract function 2nd 3rd 4th 5th 6th 7th Fractal terrains noise functions surface normals Fractals Fractional Brownian motion Fragment processing 2nd 3rd 4th fixed functionality functions Fragment processor 2nd 3rd fragment processing functions programmable special input variables special output variables uniform variables varying variables Fragment shaders 2nd 3rd 4th accessing current state accessing texture adaptive analytic antialiasing adding together two images animatable for cloudy sky effect animation effects antialiased brick antialiased checkerboard attributes bias parameter BRDF PTM surface rendering brick pattern brightness built-in constants built-in varying variables bump mapping chromatic aberration effect cloudy sky effect color value color, depth, and arbitrary values common functions 2nd communicating results to processing stages contrast cube mapping example defining values passed on to discard keyword 2nd empty shader objects environment mapping example executing in parallel exponential functions fog factor Fresnel reflection/refraction effect general convolution computation generating shadows geometric functions glyph bombing Gooch shading granite image-based lighting 2nd infrequently changing values to input variables lighting computation lighting operation main function Mandelbrot example marble matrix functions maximum number of texture image units mitigating aliasing effects multiple values for fragments multitexturing example neighborhood averaging convolution noise noise functions obtaining input data OpenGL Shading Language output output and debugging perturbation calculation perturbation factor procedurally discarding part of object procedurally generated wood process texture values processing fragments random offsets rapidly changing characteristics reading multiple values from texture varying qualified shader varying variables refracted vector rendering with BRDF model results from preceding processing saturation shader computation shadow maps sharpness sky color texture map lookup soft volume shadow algorithm 2nd special built-in fragment shader input variables special input variables specialized functions spherical harmonics lighting state 2nd subset of varying variables sun surface supersampling supporting parallelism argument-processing level technical illustration example texture access functions texture maps texturing 2nd tile sets time to generate texture map toy ball trigonometry functions überlight model uniform variables unsharp masking varying variables 2nd vector relational functions vertex shader communications visual feedback about wobble effect woodcut-style rendering Fragments 2nd 3rd 4th color color computing color to attach to creation of depth computing depth value 2nd discarding facing direction front facing generated by rasterizing front-facing primitive generating location within current brick modeling coordinates parallel processing position within stripe pattern preventing from updating frame buffer RGB values window coordinate position Frame buffers 2nd auxiliary buffers buffers characteristics for windows drawing graphics into initializing values nonwindowed system operations preventing update reading back values stored in updating single location in windowing system Framebuffer operations Freq uniform variable Freq variable Frequency 2nd Frequency clamping Fresnel approximation equation Fresnel effect 2nd Fresnel equations Fresnel reflection/refraction effect FresnelPower Freudenberg, Bert 2nd 3rd Front buffer Front-facing polygons Front-facing primitive Frustum 2nd Frustum clipping 2nd ftransform function 2nd 3rd 4th 5th Full OpenGL Pipeline shader Full-screen antialiasing Function tree Functions accessing values in texture memory actual value aliasing variables within average value avoiding calls to expensive built-in 2nd 3rd 4th calling calling by value-return calling conventions convolution declaring definition (body) or declaration must be in scope empty parameter list encoding complex with textures existing from gradient input parameters lacunarity never producing negative values noise values for procedural texturing effects output parameters overloading 2nd 3rd 4th query functions recursively calling returning no value returning value or returning nothing structures and arrays passed as arguments void type when to copy parameters Fuzz variable Fuzzing transition region fwidth function 2nd 3rd
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