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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 alpha maps to discard pixels


To create the effect of an object that has holes, we could use a texture with an appropriate alpha channel that contains information about the transparent parts of the object. However, that requires us to make sure to make the depth buffer read-only, and render all of our polygons from back to front in order to avoid blending problems. We would need to sort our polygons based on the camera position and then render them in the correct order. What a pain!

With GLSL shaders, we can avoid all of this by using the discard keyword to completely discard fragments when the alpha value of the texture map is below a certain value. By completely discarding the fragments, there's no need to modify the depth buffer because when discarded, they aren't evaluated against the depth buffer at all. We don't need to depth-sort our polygons because there is no blending.

The following image on the right shows the teapot with fragments discarded based upon the texture on the left...

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