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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Creating a seamless noise texture


It can be particularly useful to have a noise texture that tiles well. If we simply create a noise texture as a finite slice of 3D noise values, then the values will not wrap smoothly across the boundaries of the texture. This can cause hard edges (seams) to appear in the rendered surface if the texture coordinates extend outside of the range of zero to one.

We can create a noise texture that is seamless by making use of the fact that the noise functions are defined on an infinite domain. Instead of simply storing the noise values directly within the texture, we store a linear interpolation of the noise value with three other noise values located at the corners of a rectangle with the same dimensions as the texture itself.

In the following figure, the solid line represents the boundaries of the texture within the noise function's space. The value that we store in the texture at point A will be the linear interpolation of the raw noise values at A, B, C, and...

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