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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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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

Chapter 1. Getting Started with GLSL 4.0

In this chapter, we will cover:

  • Using the GLEW library to access the latest OpenGL functionality

  • Using the GLM library for mathematics

  • Determining the GLSL and OpenGL version

  • Compiling a shader

  • Linking a shader program

  • Sending data to a shader using per-vertex attributes and vertex buffer objects

  • Getting a list of active vertex input attributes and indices

  • Sending data to a shader using uniform variables

  • Getting a list of active uniform variables

  • Using uniform blocks and uniform buffer objects

  • Building a C++ shader program class

You have been reading a chapter from
OpenGL 4.0 Shading Language Cookbook
Published in: Jul 2011
Publisher: Packt
ISBN-13: 9781849514767
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