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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 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 12. Other Books You May Enjoy

Introduction


Textures are an important and fundamental aspect of real-time rendering in general, and OpenGL in particular. The use of textures within a shader opens up a huge range of possibilities. Beyond just using textures as sources of color information, they can be used for things like depth information, shading parameters, displacement maps, normal vectors, and other vertex data. The list is virtually endless. Textures are among the most widely used tools for advanced effects in OpenGL programs, and that isn't likely to change any time soon.

Note

In OpenGL 4, we now have the ability to read and write to memory via buffer textures, shader storage buffer objects, and image textures (image load/store). This further muddies the waters of what exactly defines a texture. In general, we might just think of it as a buffer of data that may or may not contain an image.

OpenGL 4.2 introduced immutable storage textures. Despite what the term may imply, immutable storage textures are not textures...

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