Links have been posted for the GLSL slides and two useful GL Shader Language tutorials.
You don't need to understand every nuance of GLSL or its syntax, but you should understand a few key concepts about GPUs and GLSL programs that we discussed in class, namely:
why we would want to use shaders, and how they fit into/effect the traditional
"graphics pipeline"; the basic structure of a GPU program (abstractly speaking), including the two most common
types of shaders, the kind of data they each operate on, and the relationship between them;
and the communication of data values via qualified variables (in particular, the three qualifiers for C program-to-shader and shader-to-shader communication).
Demo 3 has been posted on the demos page. This program illustrates some basic GPU capabilities using GLSL. Includes communication of user-defined variables, as well as hardware texture support.
We will accept the optional Homework 6 up to and including the day of the final exam. All assignments absolutely must be submitted before noon, Dec. 16, to give us time to grade them.
You may bring a 2-page "cheat sheet" to the final.
The last set of lecture slides have been posted. Basic concepts are important; memorizing equations and their particulars is not.
Time and Place
9:30-10:45, Tuesday and Thursday, Gould-Simpson Room 701
Instructor
Alon Efrat, Gould-Simpson 747
Office Hours:
        Monday and Wednesday, 2:30-4:00 or by appointment
Email: alon @ cs.arizona.edu    (remove blanks around the @)
Teaching Assistant
Leonard Brown, Gould-Simpson 718D
Office Hours:
        Tuesday and Wednesday, 11:00-12:00 or by appointment
Email: ldbrown @ cs.arizona.edu     (remove blanks around the @)