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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd 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 (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Applying multiple textures

The application of multiple textures to a surface can be used to create a wide variety of effects. The base layer texture might represent the clean surface and the second layer could provide additional detail such as shadow, blemishes, roughness, or damage. In many games, so-called light maps are applied as an additional texture layer to provide information about light exposure, effectively producing shadows, and shading without the need to explicitly calculate the reflection model. These kinds of textures are sometimes referred to as pre-baked lighting. In this recipe, we'll demonstrate this multiple texture technique by applying two layers of texture. The base layer will be a fully opaque brick image, and the second layer will be one that is partially transparent. The non-transparent parts look like moss that has grown on the bricks beneath.

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