HW0: Basics of GLSL & Vertex Operations
CS 481 Homework, Dr. Lawlor
I'd like you to perform a
smooth but nonlinear geometric transformation of the vertex locations,
from inside a GLSL vertex shader. You should still be able to
move the camera in a reasonable fashion. I recommend starting
from the "nonlinear_vertex" example program, and modifying the shaders
inside it, but you can start with anything you like. Turn in a
JPEG screenshot named "screenshot.jpg" showing both the distorted
geometry and the interesting part of your code. Turn in your
screenshot via Blackboard on or before Tuesday, January 31.
For example, here's my screenshot (with my nonlinear distortion code redacted):