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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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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

Anti-aliasing shadow edges with PCF


One of the simplest and most common techniques for dealing with the aliasing of shadow edges is called percentage-closer filtering (PCF). The name comes from the concept of sampling the area around the fragment and determining the percentage of the area that is closer to the light source (in shadow). The percentage is then used to scale the amount of (diffuse and specular) shading that the fragment receives. The overall effect is a blurring of the shadow's edges.

The basic technique was first published by Reeves et al in a 1987 paper (SIGGRAPH Proceedings, Volume 21, Number 4, July 1987). The concept involved transforming the fragment's extents into shadow space, sampling several locations within that region, and computing the percent that is closer than the depth of the fragment. The result is then used to attenuate the shading. If the size of this filter region is increased, it can have the effect of blurring the shadow's edges.

A common variant of the...

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