- Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
- The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
- Inputting geometry into the graphics pipeline, and assembling geometry into primitives
- Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
- Using fragment shaders-including examples of multitexturing, fog, alpha test, and user clip planes
- Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
- Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
- Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries
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