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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 particle fountain


In computer graphics, a particle system is a group of objects that are used to simulate a variety of "fuzzy" systems such as smoke, liquid spray, fire, explosions, or other similar phenomena. Each particle is considered to be a point object with a position, but no size. Often, they are rendered as point sprites (using the GL_POINTS primitive mode). Each particle has a lifetime: it is born, it animates according to a set of rules, and then it dies. The particle can then be resurrected and goes through the entire process again. Generally, particles do not interact with other particles, or reflect light. The particle is often rendered as a single, textured, camera-facing quad with transparency.

During the lifetime of a particle, it is animated according to a set of rules. These rules often include the basic kinematic equations that define the movement of a particle that is subjected to constant acceleration (such as a gravitational field). In addition, we might take...

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