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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

Using alpha maps to discard pixels


To create the effect of an object that has holes, we could use a texture with an appropriate alpha channel that contains information about the transparent parts of the object. However, that requires us to make sure to make the depth buffer read-only, and render all of our polygons from back to front in order to avoid blending problems. We would need to sort our polygons based on the camera position and then render them in the correct order. What a pain!

Again, shaders come to the rescue. With GLSL shaders, we can avoid all of the above by using the discard keyword to completely discard fragments when the alpha value of the texture map is below a certain value. By completely discarding the fragments, there's no need to modify the depth buffer because when discarded, they aren't evaluated against the depth buffer at all. We don't need to depth-sort our polygons because there is no blending.

The following image on the right shows the teapot with fragments discarded...

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