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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

Simulating smoke with particles


Smoke is characterized by many small particles that float away from the source, and spread out as they move through the air. We can simulate the floatation effect with particles by using a small upwards acceleration (or constant velocity), but simulating the diffusion of each small smoke particle would be too expensive. Instead, we can simulate the diffusion of many small particles by making our simulated particles change their size (grow) over time.

The following image shows an example of the results:

The texture for each particle is a very light "smudge" of grey or black color.

To make the particles grow over time, we'll make use of the GL_PROGRAM_POINT_SIZE functionality in OpenGL, which allows us to modify the point size within the vertex shader.

Getting ready

Start with the basic particle system presented in the recipe Creating a particle system using transform feedback.

Set the uniform variable Accel to a small upward value like (0.0, 0.1, 0.0).

Set the uniform...

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