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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.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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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 per-fragment shading for improved realism


When the shading equation is evaluated within the vertex shader (as we have done in previous recipes), we end up with a color associated with each vertex. That color is then interpolated across the face, and the fragment shader assigns that interpolated color to the output fragment. As mentioned previously (Chapter 2, Implementing flat shading), this technique is often called Gouraud shading . Gouraud shading is (like all shading techniques) an approximation, and can lead to some less than desirable results when, for example, the reflection characteristics at the vertices have little resemblance to those in the center of the polygon. For example, a bright specular highlight may reside in the center of a polygon, but not at its vertices. Simply evaluating the shading equation at the vertices would prevent the specular highlight from appearing in the rendered result. Other undesirable artifacts, such as edges of polygons, may also appear when...

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