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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

Creating soft shadow edges with random sampling


The basic shadow mapping algorithm combined with PCF can produce shadows with soft edges. However, if we desire blurred edges that are substantially wide (to approximate true soft shadows) then a large number of samples are required. Additionally, there is a good deal of wasted effort when shading fragments lie in the center of large shadows, or completely outside of the shadow. For those fragments, all of the nearby shadow map texels will evaluate to the same value. Therefore, the work of accessing and averaging these texels is essentially wasted effort.

The technique presented in this recipe is based on a chapter published in GPU Gems 2, edited by Matt Pharr and Randima Fernando, Addison-Wesley Professional, 2005. (Chapter 17 by Yury Uralsky). It provides an approach that can address both of the preceding issues to create shadows with soft edges of various widths, while avoiding some unneeded texture accesses in areas inside and outside of...

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