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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
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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

Image-based lighting


Environment maps are images of the surrounding environment for a scene. Embedded within the environment map is information about the lighting environment. For example, an environment map may contain an interior scene with several windows, each of which are lit with a bright source from outside. It would substantially enhance the realism of the scene if the objects could be shaded in such a way as to represent these light sources.

The technique of using an environment image as a source of lighting information is referred to as image-based lighting. This technique was pioneered by Paul Debevec, who has published many papers on the subject (see debevec.org).

The basic idea here is to encode information about the lighting environment into a cube map texture. We pre-process the original environment map in such a way as to encode information about the lighting provided by the environment map into a second cube map. Then when rendering, we simply look up the appropriate location...

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