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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

Using normal maps


Normal mapping is a technique for "faking" variations in a surface that doesn't really exist in the geometry of the surface. It is useful for producing surfaces that have bumps, dents, roughness, or wrinkles without actually providing enough position information (vertices) to fully define those deformations. The underlying surface is actually smooth, but is made to appear rough by varying the normal vectors using a texture (the normal map). The technique is closely related to bump mapping or displacement mapping. With normal maps, we modify the normal vectors based on information that is stored in a texture. This creates the appearance of a bumpy surface without actually providing the geometry of the bumps.

A normal map is a texture in which the data stored within the texture is interpreted as normal vectors instead of colors. The normal vectors are typically encoded into the RGB information of the normal map so that the red channel contains the x coordinate, the green channel...

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