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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

Welcome to the world of shaders

Shaders are small computer programs that give us more control over what is rendered by letting us communicate more closely with the GPU. This is a broad field and cannot be possibly covered in great detail within this book's scope, but nonetheless, it's absolutely essential to graphics programming. We will try to provide some introductory guidelines so as to start working with them; you can later check the several shader programming-specific books available.

Throughout this and the following recipes, we will dig into OpenGL Shading Language (GLSL). As a first contact, we will postprocess an image by adding the grayscale, sepia, and inverted color filters.

Getting ready

Once more, make sure the sample projects are ready to be used in your Eclipse workspace.

Shader scripts are loaded at runtime. For this recipe, you will need the following files:

  • [cookbook]/samples/samples-android/assets/data/shaders/grayscale.vert
  • [cookbook]/samples/samples-android/assets...
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