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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

Sending data to a shader using uniform variables

Vertex attributes offer one avenue for providing input to shaders; a second technique is uniform variables. Uniform variables are intended to be used for data that may change relatively infrequently compared to per-vertex attributes. In fact, it is simply not possible to set per-vertex attributes with uniform variables. For example, uniform variables are well-suited to the matrices used for modeling, viewing, and projective transformations.

Within a shader, uniform variables are read-only. Their values can only be changed from outside the shader, via the OpenGL API. However, they can be initialized within the shader by assigning them to a constant value along with the declaration.

Uniform variables can appear in any shader within a shader program, and are always used as input variables. They can be declared in one or more shaders...

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