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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

Applying a projected texture


We can apply a texture to the objects in a scene as if the texture was a projection from an imaginary "slide projector" located somewhere within the scene. This technique is often called projective texture mapping and produces a very nice effect.

The following images show an example of projective texture mapping. The flower texture on the left (Stan Shebs via Wikimedia Commons) is projected onto the teapot and plane beneath:

To project a texture onto a surface, all we need do is determine the texture coordinates based on the relative position of the surface location and the source of the projection (the slide projector). An easy way to do this is to think of the projector as a camera located somewhere within the scene. In the same way that we would define an OpenGL camera, we define a coordinate system centered at the projector's location, and a view matrix (V) that converts coordinates to the projector's coordinate system. Next, we'll define a perspective projection...

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