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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

Applying a 2D texture


In GLSL, applying a texture to a surface involves accessing texture memory to retrieve a color associated with a texture coordinate, and then applying that color to the output fragment. The application of the color to the output fragment could involve mixing the color with the color produced by a shading model, simply applying the color directly, using the color in the reflection model, or some other mixing process. In GLSL, textures are accessed via sampler variables. A sampler variable is a "handle" to a texture unit. It is typically declared as a uniform variable within the shader and initialized within the main OpenGL application to point to the appropriate texture unit.

In this recipe, we'll look at a simple example involving the application of a 2D texture to a surface as shown in the following image. We'll use the texture color to scale the color provided by the Phong (ADS) reflection model. The following image shows the results of a brick texture applied to a...

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