Index
[SYMBOL]
[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]
[Z]
Value noise 2nd Values 2nd Vanishing point Variable nodes Variables attribute built-in 2nd 3rd 4th 5th 6th 7th declaring 2nd 3rd global scope 2nd initializing 2nd naming qualified as const reading and writing scope uniform unqualified varying mechanism Varying qualified variables 2nd varying qualifiers 2nd Varying variables 2nd 3rd 4th 5th built-in 2nd 3rd fragment shader 2nd initializing interpolated values user-defined 2nd 3rd vertex processor vertex shader Varyings VBO (vertex buffer object) vec2 data type 2nd 3rd 4th 5th 6th vec3 data type 2nd 3rd 4th 5th 6th vec4 data type 2nd 3rd 4th 5th 6th Vector components Vector relational functions Vectors accessing components binary operation built-in constructors built-in functions built-in variables compile-time checking component access component selection names data types Euclidean distance between two points indexed as zero-based arrays indexing length names available for selecting components natively supporting operations normalizing operators 2nd shader development special operations swizzling components with length of 1 Velocity variable Vertex arrays 2nd drawing geometry interface specifying different texture coordinate arrays storing data in server-side memory Vertex attribute array defining enabling or disabling Vertex attributes 2nd 3rd 4th 5th Vertex buffer objects 2nd Vertex noise Vertex positions built-in attributes current array transforming to eye coordinates Vertex processing 2nd 3rd 4th Vertex processors 2nd 3rd built-in varying variables data values as inputs data values produced by executing vertex shaders fixed functionality operating on one vertex at a time output passing data values from application programmable reading from texture memory sending standard OpenGL vertex attributes special output variables uniform variables user-defined varying variables varying variables vertex attributes vertex shaders Vertex shaders 2nd 3rd attribute variables 2nd attributes bias parameter BRDF PTMs brick pattern built-in attribute variables constants 2nd variables to access standard types of data varying variables bump mapping characteristics that don't change chromatic aberration effect common functions 2nd communicating results to fragment shader communicating to subsequent processing computing homogeneous vertex position computing vertex position in eye coordinates confetti cannon cube mapping example current state defining diffraction effect displacement mapping algorithms distance attenuation empty shader objects environment mapping example example executing 2nd explicitly binding vertex attribute to attribute variable exponential functions fog factor fragment shader Fresnel reflection/refraction effect generating shadows generic attributes generic vertex attributes geometric functions glyph bombing hatching example hemisphere lighting hemisphere lighting with ambient occlusion HLSL (High-Level Shader Language) identity mapping of input geometry image-based lighting light position lighting computation main function 2nd Mandelbrot example matrix functions maximum number of texture image units multitexturing example noise noise functions noise to modify and animate shape OpenGL Shading Language output output and debugging output variables passing texture coordinates from per-vertex values point size mode position invariance raster position rendering with BRDF model shader computation shadow maps soft volume shadow algorithm 2nd special built-in vertex shader output variables sphere morph spherical harmonics lighting 2nd standard attributes state 2nd technical illustration example texture texture access functions texture maps texturing texturing example toy ball transforming incoming vertex position trigonometry functions two-sided color mode überlight model uniform variables user clipping 2nd user-defined attribute variables user-defined varying variable varying qualified variables varying variables 2nd 3rd vector relational functions Vertex-at-a-time interface Vertex-at-a-time method Vertices attributes 2nd 3rd completion of computing color data from client-side memory end of data definition eye coordinate position of incoming interpolating values normal parallel processing position 2nd primary and secondary color 2nd transforming and lighting single transforming position 2nd 3rd values result of executing vertex shader Vidimice, Kiril View frustum View volume 2nd Viewing direction lighting transforming Viewing matrix 2nd Viewing parameters Viewing position Viewing transformation 2nd Viewing vector Viewing volume Viewport mapping Viewport transformation 2nd ViewPosition variable viewVec variable Visible light behavior Visual artifacts Visual complexity Visual Explanations (Tufte) Void data types Volume shaders Volume shadow algorithm Volume shadows Voorhies, Douglas Voronoi mountainfractal Voronoi multifractal Voronoi noise 2nd 3rd
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