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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd 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 (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Creating a fractal texture using the compute shader


We'll wrap up this chapter with an example that makes use of the compute shader to produce an image of a fractal. We'll use the classic Mandelbrot set.

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

Where z and c are a 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 figure, 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...

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