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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

Applying a projected texture


We can apply a texture to all of the objects in a scene as if the texture was a projection from a hypothetical "slide projector" located somewhere within the scene. This technique is often called projective texture mapping and produces a very nice effect.

The following images show an example of projective texture mapping. The flower texture on the left (Stan Shebs via Wikimedia Commons) is projected onto the teapot and plane beneath.

To project a texture onto a surface, all we need to do is determine the texture coordinates based on the relative position of the surface location and the source of the projection (the "slide projector"). An easy way to do this is to think of the projector as a camera located somewhere within the scene. In the same way that we would define an OpenGL camera, we define a coordinate system centered at the projector's location, and a view matrix (V) that converts coordinates to the projector's coordinate system. Next, we'll define a perspective...

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