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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

Introduction


It's easy to use shaders to create a smooth-looking surface, but that is not always the desired goal. If we want to create realistic-looking objects, we need to simulate the imperfections of real surfaces. That includes things such as scratches, rust, dents, and erosion. It is somewhat surprising how challenging it can be to make surfaces look like they have really been subjected to these natural processes. Similarly, we sometimes want to represent natural surfaces such as wood grain or natural phenomena such as clouds to be as realistic as possible without giving the impression of being synthetic or exhibiting a repetitive pattern or structure.

Most effects or patterns in nature exhibit a certain degree of randomness and non-linearity. Therefore, you might imagine that we could generate them by simply using random data. However, random data such as the kind that is generated from a pseudorandom-number generator is not very useful in computer graphics. There are two main reasons...

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