Graphics Pipeline / Shader / GLSL / OpenGL Application
Compatibility / GLFW, GLAD, GLM / Hello Window / Shader Program
Sending data to a shader / Vertex attributes / VBO, VAO, EBO / Unifrom Variables
Program Pipeline / Separable Shader Program / Debug Callback Function
Diffuse Shading / Phong reflection model / Functions in shaders / Two-sided Shading / Flat Shading / Subroutines / Discarding Fragments
multiple positional lights / directional light / Phong Shading / Blinn-Phong / spotlight / Toon / Fog / Physically-Based Rendering (BRDF)
Alpha map / Normal • Parallax mapping / Cube map (Refraction) / Projected texture / FBO / Sampler Objects / Diffuse image-based lighting
Edge detection / Gaussian blur / HDR lighting / tone mapping /Bloom effect / Gamma correction
Multisample anti-aliasing / Deferred shading / Screen space ambient occlusion / Order-independent transparency
Geometry shader / Point Sprites / Wireframe on Top of Shaded Mesh / Silhouette Lines
Tessellation shader(TCS/TPG/TES) / Bezier Curve / 2D Quad / 3D Surface / Tessellating based on Depth
Shadow Map (PCF, Random Sampling) / Shadow Volumes
Perlin Noise / Noise texture (GLM) / Cloud-like, Wood-Grain, Disintegration, Paint-spatter effect, Rusted metal, Night-vision effect
Particle fountain / Instancing / Transform feedback / Fire / Smoke
Compute shader / Particle simulation / Fractal texture / Cloth simulation / Edge detection filter (local shared memory)