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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
Author Profile Icon David Wolff
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

Using per-fragment shading for improved realism


When the shading equation is evaluated within the vertex shader (as we have done in previous recipes), we end up with a color associated with each vertex. That color is then interpolated across the face, and the fragment shader assigns that interpolated color to the output fragment. As mentioned previously (the Implementing flat shading recipe in Chapter 2, The Basics of GLSL Shaders), this technique is often called Gouraud shading. Gouraud shading (like all shading techniques) is an approximation, and can lead to some less than desirable results when; for example, the reflection characteristics at the vertices have little resemblance to those in the center of the polygon. For example, a bright specular highlight may reside in the center of a polygon, but not at its vertices. Simply evaluating the shading equation at the vertices would prevent the specular highlight from appearing in the rendered result. Other undesirable artifacts, such as...

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