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OpenGL 4 Shading Language Cookbook, Second Edition
OpenGL 4 Shading Language Cookbook, Second Edition

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. , Second Edition

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Profile Icon Wolff Profile Icon David A Wolff
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€18.99 per month
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (12 Ratings)
Paperback Dec 2013 394 pages 2nd Edition
eBook
€8.99 €36.99
Paperback
€45.99
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Free Trial
Renews at €18.99p/m
Arrow left icon
Profile Icon Wolff Profile Icon David A Wolff
Arrow right icon
€18.99 per month
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (12 Ratings)
Paperback Dec 2013 394 pages 2nd Edition
eBook
€8.99 €36.99
Paperback
€45.99
Subscription
Free Trial
Renews at €18.99p/m
eBook
€8.99 €36.99
Paperback
€45.99
Subscription
Free Trial
Renews at €18.99p/m

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OpenGL 4 Shading Language Cookbook, Second Edition

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Key benefits

  • Discover simple and advanced techniques for leveraging modern OpenGL and GLSL
  • Learn how to use the newest features of GLSL including compute shaders, geometry, and tessellation shaders
  • Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more
  • Clear, easy-to-follow examples with detailed explanations and full, cross-platform source code available from GitHub

Description

OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With Version 4, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute. OpenGL 4 Shading Language Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique, and then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginner level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, compute shaders, and shadows. OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques. The recipes build upon each other and take you quickly from novice to advanced level code. You'll see essential lighting and shading techniques; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques including HDR rendering, bloom, and blur; shadowing techniques; tessellation, geometry, and compute shaders; how to use noise effectively; and animation with particle systems. OpenGL Shading Language 4 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications.

Who is this book for?

This book is for OpenGL programmers looking to use the modern features of GLSL 4 to create real-time, three-dimensional graphics. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

What you will learn

  • Compile, debug, and communicate with shader programs
  • Use new features of GLSL 4 such as subroutines, sampler objects, and uniform blocks
  • Implement core lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights
  • Use textures for a variety of effects including cube maps for reflection or refraction
  • Implement screen-space techniques such as HDR, bloom, blur filters, order-independent transparency, and deferred shading
  • Utilize noise in shaders
  • Use shaders for animation
  • Make use of compute shaders for physics, animation, and general computing
  • Learn how to use new OpenGL features such as shader storage buffer objects, and image load/store

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Dec 24, 2013
Length: 394 pages
Edition : 2nd
Language : English
ISBN-13 : 9781782167020
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Product Details

Publication date : Dec 24, 2013
Length: 394 pages
Edition : 2nd
Language : English
ISBN-13 : 9781782167020
Tools :

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Table of Contents

11 Chapters
1. Getting Started with GLSL Chevron down icon Chevron up icon
2. The Basics of GLSL Shaders Chevron down icon Chevron up icon
3. Lighting, Shading, and Optimization Chevron down icon Chevron up icon
4. Using Textures Chevron down icon Chevron up icon
5. Image Processing and Screen Space Techniques Chevron down icon Chevron up icon
6. Using Geometry and Tessellation Shaders Chevron down icon Chevron up icon
7. Shadows Chevron down icon Chevron up icon
8. Using Noise in Shaders Chevron down icon Chevron up icon
9. Particle Systems and Animation Chevron down icon Chevron up icon
10. Using Compute Shaders Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(12 Ratings)
5 star 50%
4 star 16.7%
3 star 25%
2 star 0%
1 star 8.3%
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jang daemyung Apr 07, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It is very useful for me. Because it teach from the ground. I recommend this book for novice.
Amazon Verified review Amazon
Steven Jan 14, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I have been able to run all the examples, although I have only finished the first four chapters (162 pages out of 369). Actually, the Uniform Block example didn't work as the fragment shader used the elements of the uniform block without giving the block name first (e.g. using InnerColor versus BlobSettings.InnerColor). Make sure you have set glUseProgram() before doing calls like glGetUniformIndices().
Amazon Verified review Amazon
AZach Jan 18, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Awesome book. The author is very helpful in fixing source code problems on GitHub as well. Samples are compact, organized, and intuitive to understand if you have experience with C++ and platform-independent windowing systems such as SFML, SDL, or in this case GLFW.
Amazon Verified review Amazon
Sriram Kashyap Jun 08, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I taught a beginners (undergrad) course on OpenGL Shading and this book was instrumental in making the course possible. It has very little fluff, is written in a very clean, well structured manner, and is easy to approach. The assumption is that people already know a good bit of programming and have some familiarity with Graphics APIs. I would say this is THE book to read for someone who is already familiar with legacy OpenGL and wants to upgrade to shader programming and new APIs.
Amazon Verified review Amazon
Martine MEYER Aug 30, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Very interesting
Amazon Verified review Amazon
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