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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Implementing HDR lighting with tone mapping


When rendering for most output devices (monitors or televisions), the device only supports a typical color precision of 8-bits per color component, or 24-bits per pixel. Therefore, for a given color component, we're limited to a range of intensities between 0 and 255. Internally, OpenGL uses floating-point values for color intensities, providing a wide range of both values and precision. These are eventually converted to 8-bit values by mapping the floating-point range [0.0, 1.0] to the range of an unsigned byte [0, 255] before rendering.

Real scenes, however, have a much wider range of luminance. For example, light sources that are visible in a scene, or direct reflections of them, can be hundreds to thousands of times brighter than the objects that are illuminated by the source. When we're working with 8-bits per channel, or the floating-point range [0.0, -1.0], we can't represent this range of intensities. If we decide to use a larger range of...

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