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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
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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

Tessellating a curve


In this recipe, we'll take a look at the basics of tessellation shaders by drawing a cubic Bezier curve. A Bezier curve is a parametric curve defined by four control points. The control points define the overall shape of the curve. The first and last of the four points define the start and end of the curve, and the middle points guide the shape of the curve, but do not necessarily lie directly on the curve itself. The curve is defined by interpolating the four control points using a set of blending functions. The blending functions define how much each control point contributes to the curve for a given position along the curve. For Bezier curves, the blending functions are known as the Bernstein polynomials:

In the preceding equation, the first term is the binomial coefficient function (shown in the following equation), n is the degree of the polynomial, i is the polynomial number, and t is the parametric parameter:

The general parametric form for the Bezier curve is then...

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