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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
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David A Wolff
David Wolff David Wolff
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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

Creating a disintegration effect


It is straightforward to use the GLSL discard keyword in combination with noise to simulate erosion or decay. We can simply discard fragments that correspond to a noise value that is above or below a certain threshold. The following image shows a teapot with this effect.

 

Fragments are discarded when the noise value corresponding to the texture coordinate is outside a certain threshold range:

Getting ready

Set up your OpenGL program to provide position, normal, and texture coordinates to the shader. Make sure that you pass the texture coordinate along to the fragment shader. Set up any uniforms needed to implement the shading model of your choice.

Create a seamless noise texture (see Creating a seamless noise texture), and place it in the appropriate texture channel.

The following uniforms are defined in the fragment shader, and should be set via the OpenGL program:

  • NoiseTex: The noise texture
  • LowThreshold: Fragments are discarded if the noise value is below this...
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