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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
Tools
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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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Toc

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

Index

A

  • active vertex attributes
    • listing / Getting a list of active vertex input attributes and locations, How it works..., There's more...
  • active vertex locations
    • listing / Getting a list of active vertex input attributes and locations, How it works..., There's more...
  • Adobe Photoshop
    • URL / Using normal maps
  • ads function / How to do it...
  • ADS shading
    • halfway vector, used / Using the halfway vector for improved performance, How to do it..., There's more...
  • ADS shading model
    • implementing / Implementing per-vertex ambient, diffuse, and specular (ADS) shading, Getting ready, How to do it..., How it works...
    • about / Implementing per-vertex ambient, diffuse, and specular (ADS) shading
    / Applying a 2D texture
  • Airy disc / Creating a bloom effect
  • aliasing shadow edges
    • about / Aliasing
  • alpha maps
    • used, for discarding pixels / Using alpha maps to discard pixels, How it works...
  • ambient component...
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