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OpenGL Image load/store demo

This is a simple demo that demonstrates how to use the image load/store feature of OpenGL 4. The image load/store feature allows you to arbitrarily write and read from textures in a shader. You can't arbitrarily write to a texture without this feature.

Animated

Demo

Open the file src/main.cpp for the demo source. The demo first renders a fractal, and then writes that fractal to a texture with image store. Then, in a second pass, a box filter blur is applied to this same texture, using image load/store. Finally, we display the texture.

Note that this demo can also easily be imlemented using Framebuffer Objects. But with Framebuffer Objects you cannot write to arbitrary locations in a texture, though.

Building

The project uses CMake, and all dependencies are included, so you should use CMake to generate a "Visual Studio Solution"/makefile, and then use that to compile the program.

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A small demo and tutorial of the image load/store feature of OpenGL 4

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