Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

Arrow left icon
Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
Arrow right icon
Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Using functions in shaders


The GLSL supports functions that are syntactically similar to C functions. However, the calling conventions are somewhat different. In this example, we'll revisit the ADS shader using functions to help provide abstractions for the major steps.

Getting ready

As with previous recipes, provide the vertex position at attribute location 0 and the vertex normal at attribute location 1. Uniform variables for all of the ADS coefficients should be set from the OpenGL side, as well as the light position and the standard matrices.

How to do it...

To implement ADS shading using functions, use the following code:

  1. Use the following vertex shader:

    #version 400
    
    layout (location = 0) in vec3 VertexPosition;
    layout (location = 1) in vec3 VertexNormal;
    
    out vec3 LightIntensity;
    
    struct LightInfo {
        vec4 Position; // Light position in eye coords.
        vec3 La;       // Ambient light intensity
        vec3 Ld;       // Diffuse light intensity
        vec3 Ls;       // Specular light intensity...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime