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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Implementing an edge detection filter with the compute shader


In the Applying an edge detection filter recipe in Chapter 6, Image Processing and Screen Space Techniques, we saw an example of how to implement edge detection using the fragment shader. The fragment shader is well-suited for many image-processing operations, because we can trigger the execution of the fragment shader for each pixel by rendering a screen-filling quad. Since image processing filters are often applied to the result of a render, we can render to a texture, then invoke the fragment shader for each screen pixel (by rendering a quad), and each fragment shader invocation is then responsible for processing a single pixel. Each invocation might need to read from several locations in the (rendered) image texture, and a texel might be read multiple times from different invocations.

This works well for many situations, but the fragment shader was not designed for image processing. With the compute shader, we can have more...

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