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Very recently I was discussing with Eduardo and he introduced me to the http://shader-playground.timjones.io/ website.

Here you can write your shader code (vertex, fragment, etc...) and you can choose the compiler, language and the shader stage you are writing.

The best analyser is the Radeon GPU Analyser, because it compiles the code, and you can see the shader instructions it generates, the amount of registers it uses, etc…

This is our starting point.

...continue reading "GLSL Shader Tricks: Optimizations on Matrix, Points and Vectors"

PBR image

I started to implement a PBR (Physically Based Rendering) shader and I intend to run it on my Raspberry Pi 3 Model B+.

...continue reading "The Road to PBR (Windows, Linux, Mac and Raspbian)"

After a long period documenting the base framework, I finally released the first code documentation page.

You can check it here.

...continue reading "First Effort to Document the OpenGLStarter Source"