Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
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
Arrow right icon
View More author details
Toc

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

Applying a 2D texture


In GLSL, applying a texture to a surface involves accessing texture memory to retrieve a color associated with a texture coordinate, and then applying that color to the output fragment. The application of the color to the output fragment could involve mixing the color with the color produced by a shading model, simply applying the color directly, using the color in the reflection model, or some other mixing process. In GLSL, textures are accessed via sampler variables. A sampler variable is a handle to a texture unit. It is typically declared as a uniform variable within the shader and initialized within the main OpenGL application to point to the appropriate texture unit. 

 

 

In this recipe, we'll look at a simple example involving the application of a 2D texture to a surface, as shown in the following image. We'll use the texture color as the diffuse (and ambient) reflectivity term in the Blinn-Phong reflection model. The following image shows the results of a brick...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime