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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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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

Rendering shadows with shadow maps


One of the most common and popular techniques for producing shadows is called shadow mapping. In its basic form, the algorithm involves two passes. In the first pass, the scene is rendered from the point of view of the light source. The depth information from this pass is saved into a texture called the shadow map . This map will help provide information about the visibility of objects from the light's perspective. In other words, the shadow map stores the distance (actually the pseudo-depth) from the light to whatever the light can "see". Anything that is closer to the light than the corresponding depth stored in the map is lit; anything else must be in shadow.

In the second pass, the scene is rendered normally, but each fragment's depth (from the light's perspective) is first tested against the shadow map to determine whether or not the fragment is in shadow. The fragment is then shaded differently depending on the result of this test. If the fragment...

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