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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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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

Animating a surface with vertex displacement


A straightforward way to leverage shaders for animation is to simply transform the vertices within the vertex shader based on some time-dependent function. The OpenGL application supplies static geometry and the vertex shader modifies the geometry using the current time (supplied as a uniform variable). This moves the computation of the vertex position from the CPU to the GPU, and leverages whatever parallelism the graphics driver makes available.

In this example, we'll create a waving surface by transforming the vertices of a tessellated quad based on a sine wave. We'll send down the pipeline a set of triangles that make up a flat surface in the x-z plane. In the vertex shader we'll transform the vertex's y-coordinate based on a time-dependent sine function, and compute the normal vector of the transformed vertex. The following image shows the desired result. (You'll have to imagine that the waves are travelling across the surface from left to...

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