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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

Introduction


Shaders provide us with the ability to leverage the massively parallel architectures of today's modern graphics cards. Since they have the ability to transform the vertex positions, they can be used to implement aspects of animation directly within the shaders themselves. This can provide a certain bump in efficiency if the animation algorithm can be parallelized appropriately for execution within the shader.

One challenging aspect with respect to animation within shader programs is the difficulty of writing the updated positions. Shaders were not designed to write to arbitrary buffers (except of course the framebuffer). Therefore, many programmers make creative use of framebuffer objects (FBOs) and texture objects to store shader output.

Recently, however, OpenGL added a feature that enables us to write the values of the vertex shader's output variables to an arbitrary buffer (or buffers). This feature is called transform feedback .

In this chapter, we'll look at several examples...

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