Among the generated test binaries is the `full-demo.out` which tests all SPG-related functionality:
- 3D Texture: a volume is rendered using the Marching Cubes technique. Moving up and down offsets it vertically.
- Bump Mapping: the ground texture is seemingly 3-dimensional thanks to bump mapping. 5/6 and 7/8 can be used to set the steps and refinement steps respectively. 9/0 sets the depth.
- GPU Particle System: the fireworks can be positioned by clicking the ground. 1/2 changes the update rate interactively.
- Soft Shadows: Variance Shadow Mapping smoothes out the shadows and prevents issues such as shadow acne.
- Tessellation: demonstrated by the little quad with terrain on it. 3/4 sets the tessellation factor.
General input: WASD and mouse for movement, X to enable wireframe rendering.