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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

Simulating fire with particles


To create an effect that roughly simulates fire, we only need to make a few changes to our basic particle system. Since fire is a substance that is only slightly affected by gravity, we don't worry about a downward gravitational acceleration. In fact, we'll actually use a slight upwards acceleration to make the particles spread out near the top of the flame. We'll also spread out the initial positions of the particles so that the base of the flame is not just a single point. Of course, we'll need to use a particle texture that has the red and orange colors associated with flame.

The following image shows an example of the running particle system:

The texture that was used for the particles looks like a light smudge of the flame's colors. It is not shown here because it would not be very visible in print.

Getting ready

Start with the basic particle system presented in the Creating a particle system using transform feedback recipe earlier in this chapter:

  1. Set the...
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