diff --git a/proceduralTexture/SUMMARY.md b/proceduralTexture/SUMMARY.md new file mode 100644 index 0000000..9faaecf --- /dev/null +++ b/proceduralTexture/SUMMARY.md @@ -0,0 +1,3 @@ +*[kynd](http://www.kynd.info) Nov 20, 2016* + +Shaders are often used to create realistic surfaces of natural or artificial material such as wood, marble, granite, metal, stone, etc. without using photographs or pre-rendered images. Here are demonstrations of some basic techniques. For the sake of simplicity, all the examples are based on the same random and noise functions so that you can focus on the main part of the algorithms. Once you get the ideas, try replacing these functions with with others from [Random](http://thebookofshaders.com/10/) and [Noise](http://thebookofshaders.com/11/) chapters, making them more realistic, and optimizing the performance. diff --git a/proceduralTexture/TITLE.md b/proceduralTexture/TITLE.md new file mode 100644 index 0000000..21e294a --- /dev/null +++ b/proceduralTexture/TITLE.md @@ -0,0 +1 @@ +# Procedural Textures diff --git a/proceduralTexture/featured_examples.php b/proceduralTexture/featured_examples.php new file mode 100644 index 0000000..18de487 --- /dev/null +++ b/proceduralTexture/featured_examples.php @@ -0,0 +1 @@ +
diff --git a/src/glslGallery b/src/glslGallery index 5d41f8a..22050b5 160000 --- a/src/glslGallery +++ b/src/glslGallery @@ -1 +1 @@ -Subproject commit 5d41f8a8920815b0ea3f5f9185e4e7deeeafefde +Subproject commit 22050b571c923a702761844c91d26dfbbd841750