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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

Introduction


In Chapter 1, Getting Started with GLSL, we covered the basics of compiling, linking, and exporting shader programs. In this chapter, we'll cover techniques for communication between shader programs and the host OpenGL program. To be more specific, we'll focus primarily on input. The input to shader programs is generally accomplished via attributes and uniform variables. In this chapter, we'll see several examples of the use of these types of variables. We'll also cover a recipe for mixing and matching shader program stages, and a recipe for creating a C++ shader program object.

We won't cover shader output in this chapter. Obviously, shader programs send their output to the default framebuffer, but there are several other techniques for receiving shader output. For example, the use of custom framebuffer objects allow us to store shader output to a texture or other buffer. A technique called transform feedback allows for the storage of vertex shader output into arbitrary buffers...

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