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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
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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
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David Wolff
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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

Creating a disintegration effect


It is straightforward to use the GLSL discard keyword in combination with noise to simulate erosion or decay. We can simply discard fragments that correspond to a noise value that is above or below a certain threshold. The following image shows a teapot with this effect. Fragments are discarded when the noise value corresponding to the texture coordinate is outside a certain threshold range.

Getting ready

Set up your OpenGL program to provide position, normal, and texture coordinates to the shader. Be sure to pass the texture coordinate along to the fragment shader. Set up any uniforms needed to implement the shading model of your choice.

Create a seamless noise texture (see Creating a seamless noise texture), and place it in the appropriate texture channel.

The following uniforms are defined in the fragment shader, and should be set via the OpenGL program:

  • NoiseTex: The noise texture.

  • LowThreshold: Fragments are discarded if the noise value is below this value...

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