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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

Rendering shadows with shadow maps


One of the most common and popular techniques for producing shadows is called shadow mapping. In its basic form, the algorithm involves two passes. In the first pass, the scene is rendered from the point of view of the light source. The depth information from this pass is saved into a texture called the shadow map. This map will help provide information about the visibility of objects from the light's perspective. In other words, the shadow map stores the distance (actually the pseudo-depth) from the light to whatever the light can see. Anything that is closer to the light than the corresponding depth stored in the map is lit; anything else must be in shadow.

In the second pass, the scene is rendered normally, but each fragment's depth (from the light's perspective) is first tested against the shadow map to determine whether or not the fragment is in shadow. The fragment is then shaded differently depending on the result of this test. If the fragment is...

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