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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd 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 (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Using functions in shaders

The GLSL supports functions that are syntactically similar to C functions. However, the calling conventions are somewhat different. In the following example, we'll revisit the ADS shader using functions to help provide abstractions for the major steps.

Getting ready

As with previous recipes, provide the vertex position at attribute location 0 and the vertex normal at attribute location 1. Uniform variables for all of the ADS coefficients should be set from the OpenGL side, as well as the light position and the standard matrices.

How to do it...

To implement ADS shading using functions, use the following code:

  1. Use the following vertex shader:
    layout (location = 0) in vec3 VertexPosition;
    layout (location = 1) in vec3 VertexNormal;
    
    out vec3 LightIntensity;
    
    struct LightInfo {
        vec4 Position; // Light position in eye coords.
        vec3 La;       // Ambient light intensity
        vec3 Ld;       // Diffuse light intensity
        vec3 Ls;       // Specular light intensity...
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