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

Question:

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 4.8image text in transcribed

Fantastic news! We've Found the answer you've been seeking!

Step by Step Answer:

Related Book For  book-img-for-question

Computer Graphics Programming In OpenGL With JAVA

ISBN: 9781683922193

2nd Edition

Authors: V. Scott Gordon PhD, John L. Clevenger PhD

Question Posted: