Vertex Shaders
Mike Bailey, Steve Cunningham · 2011
You start by writing a GLIB file that describes your geometry and specifies your vertex, tessellation, geometry, and fragment shaders. The GLIB file can define uniform variables, including variables that can be changed using sliders or color pickers. You can edit GLIB and shader files from within glman, so you can start adding effects to the shaders, or geometry to the GLIB file, to get incremental results. The glman system will return error messages if you have compile errors in your shaders, which is very helpful as you begin to learn to develop them. This experimental approach and incremental development of shaders gives you good feedback on what works and lets you create some very interesting images along the way.