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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

Using program pipelines

Program pipeline objects were introduced as part of the separable shader objects extension, and moved into core OpenGL with version 4.1. They allow programmers to mix and match shader stages from multiple separable shader programs. To understand how this works and why it may be useful, let's go through a hypothetical example. 

Suppose we have one vertex shader and two fragment shaders. Suppose that the code in the vertex shader will function correctly with both fragment shaders. I could simply create two different shader programs, reusing the OpenGL shader object containing the vertex shader. However, if the vertex shader has a lot of uniform variables, then every time that I switch between the two shader programs, I would (potentially) need to reset some or all of those uniform variables. This is because the uniform variables...

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