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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

Simulating refraction with cube maps


Objects that are transparent cause the light rays that pass through them to bend slightly at the interface between the object and the surrounding environment. This effect is called refraction. When rendering transparent objects, we simulate that effect by using an environment map, and mapping the environment onto the object is such a way as to mimic the way that light would pass through the object. In other words, we can trace the rays from the viewer, through the object (bending in the process), and along to the environment. Then we can use that ray intersection as the color for the object.

As in the previous recipe, we'll do this using a cube map for the environment. We'll trace rays from the viewer position, through the object, and finally intersect with the cube map.

The process of refraction is described by Snell's law, which defines the relationship between the angle of incidence and the angle of refraction.

Snell's law describes the angle of incidence...

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