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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

Creating a particle fountain


In computer graphics, a particle system is a group of objects that are used to simulate a variety of "fuzzy" systems like smoke, liquid spray, fire, explosions, or other similar phenomena. Each particle is considered to be a point object with a position, but no size. Often, they are rendered as point sprites (using the GL_POINTS primitive mode), but could also be rendered as camera aligned quads or triangles. Each particle has a lifetime: it is born, animates according to a set of rules, and then dies. The particle can then be resurrected and go through the entire process again. Generally particles do not interact with other particles, or reflect light. The particle is often rendered as a single, textured, camera-facing quad with transparency.

During the lifetime of a particle, it is animated according to a set of rules. These rules often include the basic kinematic equations that define the movement of a particle that is subjected to constant acceleration (such...

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