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GLSL Essentials

You're reading from   GLSL Essentials If you're involved in graphics programming, you need to know about shaders, and this is the book to do it. A hands-on guide to the OpenGL Shading Language, it walks you through the absolute basics to advanced techniques.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849698009
Length 116 pages
Edition 1st Edition
Languages
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Author (1):
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Jacobo Rodriguez Jacobo Rodriguez
Author Profile Icon Jacobo Rodriguez
Jacobo Rodriguez
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Toc

Examples


In the following pages I'm going to present some examples, from the most basic one to a complex lighting shader.

Solid color mesh

The first one is a very simple shader that writes the mesh in a solid color, received using a uniform variable:

#version 430
#debug(on)
#optimize(off)
uniform vec4 SolidColor;
out vec4 FBColor;

void main()
{
  FBColor= SolidColor;
}

Using a half red color stored in the SolidColor uniform variable, over a cylinder mesh, we get the following rendering:

Using only uniforms as input we can't do much more than this, so I'll colorize the cylinder using its own vertices' positions.

Interpolated colored mesh

First, in the vertex shader, set up an interpolator of vec3 type and place the xyz of the position attribute there. Then, use the following fragment shader:

#version 430
#pragma debug(on)
#pragma optimize(off)

uniform vec4 SolidColor;
in vec3 InterpolatedPosition;

out vec4 FBColor;
void main()
{
  FBColor = vec4(InterpolatedPosition, 1.0);
}

The following is the...

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