const – The declaration is of a compile time constant
attribute – Global variables that may change per vertex, that are passed from the OpenGL application to vertex shaders. This qualifier can only be used in vertex shaders. For the shader this is a read-only variable. See Attribute section
uniform – Global variables that may change per primitive (may not be set inside glBegin,/glEnd), that are passed from the OpenGL application to the shaders. This qualifier can be used in both vertex and fragment shaders. For the shaders this is a read-only variable. See Uniform section
varying – used for interpolated data between a vertex shader and a fragment shader. Available for writing in the vertex shader, and read-only in a fragment shader. See Varying section.
https://sites.google.com/site/cgcourseau2013autumn/tasks http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ http://www.songho.ca/opengl/gl_transform.html http://glm.g-truc.net/0.9.5/code.html http://tomdalling.com/blog/modern-opengl/04-cameras-vectors-and-input/ http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html http://www.lighthouse3d.com/tutorials/glsl-tutorial/ http://nehe.gamedev.net/article/camera_class_tutorial/18010/ http://www.youtube.com/watch?v=2vbRg3IK6L4 http://www.youtube.com/watch?v=Q_kFcRlLTk0 http://www.smena-id.ru/21005.html (mip rus) http://www.ozon.ru/context/detail/id/2639015/ http://code.google.com/p/gl33lessons/wiki/Lesson02 http://www.opengl.org/wiki/Pixel_Transfer http://mathinsight.org/spherical_coordinates http://fly.cc.fer.hr/~unreal/theredbook/chapter09.html
http://arcsynthesis.org/gltut/ !!
https://fedoraproject.org/wiki/UnderstandingDSOLinkChange