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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd 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 (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Introduction


Shaders provide us with the ability to leverage the massive parallelism offered by modern graphics processors. Since they have the ability to transform the vertex positions, they can be used to implement animation directly within the shaders themselves. This can provide a boost in efficiency if the animation algorithm can be parallelized appropriately for execution within the shader.

If a shader is to help with animation, it must not only compute the positions, but often it must write out the updated positions for use in the next frame. Shaders were not originally designed to write to arbitrary buffers (except, of course, the framebuffer). However, with recent versions, OpenGL has provided the ability to do so via a number of techniques including shader storage buffer objects and image load/store. As of OpenGL 3.0, we can also send the values of the vertex or geometry shader's output variables to an arbitrary buffer (or buffers). This feature is called transform feedback, and...

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