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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
Author Profile Icon David Wolff
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

Creating a fractal texture using the compute shader


The Mandelbrot set is based on iterations of the following complex polynomial:

z and c are complex numbers. Starting with the value z = 0 + 0i, we apply the iteration repeatedly until a maximum number of iterations is reached or the value of z exceeds a specified maximum. For a given value of c, if the iteration remains stable (z doesn't increase above the maximum) the point is inside the Mandelbrot set and we color the position corresponding to c black. Otherwise, we color the point based on the number of iterations it took for the value to exceed the maximum.

In the following image, the image of the Mandelbrot set is applied as a texture to a cube:

We'll use the compute shader to evaluate the Mandelbrot set. Since this is another image-based technique, we'll use a two-dimensional compute space with one compute shader invocation per pixel. Each invocation can work independently, and doesn't need to share any data with other invocations.

Getting...

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