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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Discarding fragments to create a perforated look


Fragment shaders can make use of the discard keyword to "throw away" fragments. Use of this keyword causes the fragment shader to stop execution, without writing anything (including depth) to the output buffer. This provides a way to create holes in polygons without using blending. In fact, since fragments are completely discarded, there is no dependence on the order in which objects are drawn, saving us the trouble of doing any depth sorting that might have been necessary if blending was used.

In this recipe, we'll draw a teapot, and use the discard keyword to remove fragments selectively based on texture coordinates. The result will look like the following image:

Getting ready

The vertex position, normal, and texture coordinates must be provided to the vertex shader from the OpenGL application. The position should be provided at location 0, the normal at location 1, and the texture coordinates at location 2. As in previous examples, the lighting...

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