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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd 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
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Introduction

In Chapter 3, The Basics of GLSL Shaders, we covered a number of techniques for implementing some of the shading effects that were produced by the former fixed-function pipeline. We also looked at some basic features of GLSL such as functions and subroutines. In this chapter, we'll move beyond those introductory features, and see how to produce shading effects such as spotlights, fog, and cartoon style shading. We'll cover how to use multiple light sources and how to improve the realism of the results with a technique called per-fragment shading.

We'll also cover the very popular and important Blinn-Phong reflection model and directional light sources.

Finally, we'll cover how to fine-tune the depth test by configuring the early depth test optimization.

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