My Fabric Shader

I’m currently working on a real-time fabric rendering shader for my dissertation as part of my Honors degree. For this project, I found a couple of existing fabric rendering approach, implemented and modified one of them in GLSL for my purpose. You can find my survey for real-time fabric rendering techniques in here. This shader Read more about My Fabric Shader[…]

OpenGL Multiple Rendering Targets

Multiple Rendering Targets (MRT) are often useful for screenspace approaches such as deferred shading and fast ambient occlusion approximation (SSAO), which requires you outputing a number of Graphics Buffers a.k.a G-Buffers from your shader in rendering pass. A G-Buffer is typically used to store information of objects such as RGBA color, normal, or depth information Read more about OpenGL Multiple Rendering Targets[…]