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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

Introduction


Shaders were first added into OpenGL in version 2.0, introducing programmability into the formerly fixed-function OpenGL pipeline. Shaders give us the power to implement custom rendering algorithms and provide us with a greater degree of flexibility in the implementation of those techniques. With shaders, we can run custom code directly on the GPU, providing us with the opportunity to leverage the high degree of parallelism available with modern GPUs.

Shaders are implemented using the OpenGL Shading Language (GLSL). GLSL is syntactically similar to C, which should make it easier for experienced OpenGL programmers to learn. Due to the nature of this text, I won't present a thorough introduction to GLSL here. Instead, if you're new to GLSL, reading through these recipes should help you to learn the language through example. If you are already comfortable with GLSL, but don't have experience with version 4.x, you'll see how to implement these techniques by utilizing the newer API...

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