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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 this chapter, we will focus on techniques that work directly with the pixels in a framebuffer. These techniques typically involve multiple passes. An initial pass produces the pixel data and subsequent passes apply effects or further processes those pixels. To implement this, we often make use of the ability provided in OpenGL for rendering directly to a texture or set of textures (refer to the Rendering to a texture recipe in Chapter 5, Using Textures).

 

 

The ability to render to a texture, combined with the power of the fragment shader, opens up a huge range of possibilities. We can implement image processing techniques such as brightness, contrast, saturation, and sharpness by applying an additional process in the fragment shader prior to output. We can apply convolution filters such as edge detection, smoothing (blur), or sharpening. We'll take a closer look at convolution filters in the recipe on edge detection.

A related set of techniques involves rendering additional...

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