Using a Noise Function in shaders can produce quite interesting visual effects. For example, you can simulate clouds, fire, wood, etc. In this post I will give you a brief introduction to Noise and give you an example of using noise with shaders.
The new OpenGL 4.0 supports Tessellation Shaders. Tessellation Shaders sole purpose is to interpolate geometry to create additional geometry that can perform adaptive subdivision based on criteria such as size or curvatures.
A Binding Point specifies the behavior of the OpenGL object. Binding Points, also known as Targets, allows OpenGL objects to be used for different purposes.