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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 multiple textures


The application of multiple textures to a surface can be used to create a wide variety of effects. The base layer texture might represent the clean surface and the second layer could provide additional detail such as shadow, blemishes, roughness, or damage. In many games, so-called light maps are applied as an additional texture layer to provide information about light exposure, effectively producing shadows, and shading without the need to explicitly calculate the reflection model. These kinds of textures are sometimes referred to as pre-baked lighting. In this recipe, we'll demonstrate this multiple texture technique by applying two layers of texture. The base layer will be a fully opaque brick image, and the second layer will be one that is partially transparent. The non-transparent parts look like moss that has grown on the bricks beneath.

The following image shows an example of multiple textures. The textures on the left are applied to the cube on the right...

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