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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

Introduction


Textures are an important and fundamental aspect of real-time rendering in general, and OpenGL in particular. The use of textures within a shader opens up a huge range of possibilities. Beyond just using textures as sources of color information, they can be used for things like additional sources of data (such as depth information), shading parameters, displacement maps, normal vectors, or other vertex data. The list is virtually endless. Textures are among the most widely used tool for advanced effects in OpenGL programs, and that isn't likely to change anytime soon.

Note

In fact, the term "texture" as it is used in OpenGL 4.0 could be considered as somewhat of a misnomer. Textures are used for many different purposes beyond just the storage of image data, and might be more accurately described as just an arbitrary chunk of memory.

In this chapter, we'll look at some basic and advanced texturing techniques. We'll start with the basics, just applying color textures, and move on...

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