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3D Graphics Rendering Cookbook

You're reading from   3D Graphics Rendering Cookbook A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Length 670 pages
Edition 1st Edition
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Authors (2):
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Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries FREE CHAPTER 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Implementing fullscreen quad rendering

All postprocessing recipes in this chapter require you to render a fullscreen quad using a specific fragment shader for each effect. While the fragment shaders should be very specific to each effect, the vertex shader can be the same. Furthermore, while we can trivially render a quad using a classic vertex buffer object approach, this might be cumbersome to manage in situations where we should mix and match tens or hundreds of shader combinations in different parts of the rendering pipeline. In this recipe, we show a very simple way to generate a quad right in the vertex shader in a similar way to how we generated a cube in Chapter 3, Getting Started with OpenGL and Vulkan.

Getting ready

Check out the Implementing programmable vertex pulling in OpenGL recipe from Chapter 3, Getting Started with OpenGL and Vulkan.

How to do it…

Let's go through the code of our fullscreen quad vertex shader. The shader can be found in the...

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