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![Fragment Processor Overview Standard Special User-defined Varying Variables Varying gl_Color gl_FragCoord normal gl_SecondaryColor gl_FrontFacing refraction etc. etc. Fragment User-defined uniforms: epsilon, myLightPos, surfColor, etc.Texture Maps Processor Built-in uniforms: gl_FogColor, gl_ModelViewMatrix, etc. Special Variables gl_FragColor gl_FragDepth gl_FragData[n] Copyright © 2005, 3Dlabs, Inc. Ltd July 31, 2005 10](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fosgglsljuly2005-12767100434222-phpapp01%2f75%2fGLSL-Shading-with-OpenSceneGraph-10-2048.jpg&f=jpg&w=240)






















































The document outlines the GLSL (OpenGL Shading Language) pipeline, its architecture, and its integration with OpenSceneGraph (OSG), focusing on the usage and syntax of GLSL as well as its support in OSG for creating shaders. It covers the compilation model, data types, uniforms, attributes, and best practices for using GLSL with OpenSceneGraph, including tips for debugging and performance optimization. Key aspects include a historical timeline of GLSL development, the mapping of GL API to OSG API, and a simple source code example demonstrating shader setup.









![Fragment Processor Overview Standard Special User-defined Varying Variables Varying gl_Color gl_FragCoord normal gl_SecondaryColor gl_FrontFacing refraction etc. etc. Fragment User-defined uniforms: epsilon, myLightPos, surfColor, etc.Texture Maps Processor Built-in uniforms: gl_FogColor, gl_ModelViewMatrix, etc. Special Variables gl_FragColor gl_FragDepth gl_FragData[n] Copyright © 2005, 3Dlabs, Inc. Ltd July 31, 2005 10](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fosgglsljuly2005-12767100434222-phpapp01%2f75%2fGLSL-Shading-with-OpenSceneGraph-10-2048.jpg&f=jpg&w=240)





















































Overview of GLSL Shading Language, presentation summary, dependencies, and focus on OSG API.
Key historical milestones in GLSL and OSG's integration of GLSL support since its inception.
Detailed look at GLSL integration in the OpenGL pipeline, covering vertex and fragment processors.
GLSL language design, compilation model, architecture comparison with Cg, highlighting its integration with OpenGL.
Overview of GLSL's data types, qualifiers, and how OpenGL state is managed through built-in variables.
Usage of uniforms, attributes, and varying variables; handling textures in GLSL and within OSG. Demonstrating practical applications, using uniforms and attributes, integrating textures with OSG.
Tips, tricks, performance optimizations, and common gotchas when using GLSL.
Available GLSL resources, tools for shader validation, demonstrations of GLSL capabilities, and closing remarks.