In this exercise, we were required to implement a nightmare: walking down an endless dark corridor with a flickering spotlight. The corridor is implemented by a constant geometry (cube). A scrolling texture emulates walking down the corridor. Postprocessing: implemented a post-processing framework, a mechanism where you can pass an arbitrary 4x4 convolution kernel to fragment shader, and have the shader do the convolution. glow and motion blur effects are implemented as well.

Languages: c++, openGL, cg.
Computer games course, huji 2013.