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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

Using multisample anti-aliasing


Anti-aliasing is the technique of removing or reducing the visual impact of aliasing artifacts that are present whenever high-resolution or continuous information, is presented at a lower resolution. In real-time graphics, aliasing often reveals itself in the jagged appearance of polygon edges, or the visual distortion of textures that have a high degree of variation.

The following images show an example of aliasing artifacts at the edge of an object. On the left, we see that the edge appears jagged. This occurs because each pixel is determined to lie either completely inside the polygon, or completely outside it. If the pixel is determined to be inside, it is shaded, otherwise it is not. Of course, this is not entirely accurate. Some pixels lie directly on the edge of the polygon. Some of the screen area that the pixel encompasses actually lies within the polygon and some lies outside. Better results could be achieved if we were to modify the shading of a...

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