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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

Creating a wood-grain effect


To create the look of wood, we can start by creating a virtual "log" with perfectly cylindrical growth rings. Then, we'll take a slice of the log and perturb the growth rings using noise from our noise texture.

The following diagram illustrates our virtual log. It is aligned with the axis, and extends infinitely in all directions. The growth rings are aligned with integer distances from the y axis. Each ring is given a darker color, with a lighter color in-between rings. Each growth ring spans a narrow distance around the integer distances:

To take a "slice," we'll simply define a 2D region of the log's space based on the texture coordinates. Initially, the texture coordinates define a square region, with coordinates ranging from zero to one. We'll assume that the region is aligned with the x-y plane, so that the s coordinate corresponds to x, the t coordinate corresponds to y, and the value of z is zero. We can then transform this region in any way that suits...

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