Question: Convert Program 4.2, specifically the modified version with 100,000 cubes, to both anaglyph and side-by-side stereoscopy. Program 4.2 Figure 4.8 Vertex Shader: #version 430 layout

Convert Program 4.2, specifically the modified version with 100,000 cubes, to both anaglyph and side-by-side stereoscopy.

Program 4.2Vertex Shader: #version 430 layout (location=0) in vec3 position; uniform mat4 v_matrix; uniform mat4void main(void) { float x = gl_InstanceID + +tf; float a = sin(.35*x) * 8.0; float b = sin(.52 * x) * 8.0;// utility function to build a translation matrix (from Chapter 3) mat4 build Translate(float x,float y,return trans; 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, X, y, z, 1.0); } // similar functions included for// computations that build (and transform) mMat have been moved to the vertex shader. // there is no longer

Figure 4.8Vertex Shader: #version 430 layout (location=0) in vec3 position; uniform mat4 v_matrix;

Vertex Shader: #version 430 layout (location=0) in vec3 position; uniform mat4 v_matrix; uniform mat4 p_matrix; uniform float tf; out vec4 varyingColor; mat4 buildRotateX(float rad); mat4 buildRotateY(float rad); mat4 buildRotateZ(float rad); // only the P and V matrices are sent from the appication // time factor for animation and placement of cubes // declaration of matrix transformation utility functions // (GLSL requires functions to be declared prior to invocation) mat4 build Translate(float x, float y, float z);

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