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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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Toc

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

Drawing silhouette lines using the geometry shader


When a cartoon or hand-drawn effect is desired, we often want to draw black outlines around the edges of a model and along ridges or creases (silhouette lines). In this recipe, we'll discuss one technique for doing this using the geometry shader to produce the additional geometry for the silhouette lines. The geometry shader will approximate these lines by generating small, skinny quads aligned with the edges that make up the silhouette of the object.

The following image shows the ogre mesh with black silhouette lines generated by the geometry shader. The lines are made up of small quads that are aligned with certain mesh edges.

The technique shown in this recipe is based on a technique published in a recent blog post by Philip Rideout (prideout.net/blog/?p=54). His implementation uses two passes (base geometry and silhouette), and includes many optimizations such as anti-aliasing and custom depth testing (with g-buffers). To keep things simple...

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