Updates screenshots
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@ -207,10 +207,10 @@ Generating curved PN-Triangles on the GPU using tessellation shaders to add deta
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Uses tessellation shaders to generate additional details and displace geometry based on a displacement map (heightmap).
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<br><br>
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## [(Compute shader) Particle system](computeshader/)
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<img src="./screenshots/compute_particles.png" height="96px" align="right">
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## [(Compute shader) Particle system](computeparticles/)
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<img src="./screenshots/compute_particles.jpg" height="96px" align="right">
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Attraction based particle system. A shader storage buffer is used to store particle data and updated by a compute shader. The buffer is then used by the graphics pipeline for rendering.
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Attraction based particle system. A shader storage buffer is used to store particle data and updated by a compute shader. The buffer is then used by the graphics pipeline for rendering. Demonstrates the use of memory barriers for synchronizing vertex buffer access between a compute and graphics pipeline
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<br><br>
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## [(Compute shader) Image processing](computeshader/)
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