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	<title>Illogic Tree &#187; shader</title>
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		<title>OpenGL Shader Lovin</title>
		<link>http://illogictree.com/blog/2010/02/opengl-shader-lovin/</link>
		<comments>http://illogictree.com/blog/2010/02/opengl-shader-lovin/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 15:49:33 +0000</pubDate>
		<dc:creator>Eddie</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Videos]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://illogictree.com/?p=1400</guid>
		<description><![CDATA[Here&#8217;s a video I captured of a recent class project which emphasized replacing OpenGL&#8217;s fixed-function pipeline with custom vertex and fragment shaders. I used low-level assembly ARB language to implement this. This box shows several shader techniques such as bump-maps, height map parallax, specular highlight and attenuation.]]></description>
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<p>Here&#8217;s a video I captured of a recent class project which emphasized replacing OpenGL&#8217;s fixed-function pipeline with custom vertex and fragment shaders. I used low-level assembly <strong>ARB</strong> language to implement this.</p>
<p>This box shows several shader techniques such as bump-maps, height map parallax, specular highlight and attenuation.</p>
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