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mvps.org | ||
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aerotwist.com
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| | | | | [AI summary] This article introduces shaders in the context of WebGL and Three.js, explaining their role in rendering 3D graphics and providing basic examples of vertex and fragment shaders. | |
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therealmjp.github.io
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| | | | | Got a new sample ready, this oneshows how you can defer shadow map calculations to a separate screen-space pass using a depth buffer.Check it out on Ziggyware! Comments: sam - Feb 4, 2009 This sample does not works for me. I see the blank screen. My Video card is GF 9800 GT. #### [Alejandro Martinez](http://www.gaspgames.com/www.battletennis.com "amartinez1660@gmail.com") - Feb 2, 2010 1./2. Points taken! 3. That's quite a boost for the shadow map render and sampling (HW PCF or Ati's Fetch4). | |
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www.opengl-tutorial.org
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| | | | | Free tutorials for modern Opengl (3.3 and later) in C/C++ | |
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cprimozic.net
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| | | [AI summary] The author demonstrates a performance optimization for Three.js by manually implementing depth-based fragment culling to reduce unnecessary fragment shader execution. | ||