OpenGL 4 Shading Language Cookbook.

OpenGL Shading Language 4 Cookbook is a hands-on guide that gets straight to the point - actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using the latest GLSL specification. This book...

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Bibliographic Details
Main Author: Wolff, David
Format: eBook
Language:English
Published: Birmingham : Packt Publishing, 2013.
Edition:2nd ed.
Subjects:
Online Access:Click for online access
Table of Contents:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started With GLSL; Introduction; Using a function loader to access the latest OpenGL functionality; Using GLM for mathematics; Determining the GLSL and OpenGL version; Compiling a shader; Sending data to a shader using vertex attributes and vertex buffer objects; Getting a list of active vertex input attributes and locations; Sending data to a shader using uniform variables; Getting a list of active uniform variables.
  • Using uniform blocks and uniform buffer objectsGetting debug messages; Building a C++ shader program class; Chapter 2: The Basics of GLSL Shaders; Introduction; Implementing diffuse, per-vertex shading with a single point light source; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Using functions in shaders; Implementing two-sided shading; Implementing flat shading; Using subroutines to select shader functionality; Discarding fragments to create a perforated look; Chapter 3: Lighting, Shading, and Optimization; Introduction; Shading with multiple positional lights.
  • Shading with a directional light sourceUsing per-fragment shading for improved realism; Using the halfway vector for improved performance; Simulating a spotlight; Creating a cartoon shading effect; Simulating fog; Configuring the depth test; Chapter 4: Using Textures; Introduction; Applying a 2D texture; Applying multiple textures; Using alpha maps to discard pixels; Using normal maps; Simulating reflection with cube maps; Simulating refraction with cube maps; Applying a projected texture; Rendering to a texture; Using sampler objects; Chapter 5: Image Processing and Screen Space Techniques.
  • IntroductionApplying an edge detection filter; Applying a Gaussian blur filter; Implementing HDR lighting with tone mapping; Creating a bloom effect; Using gamma correction to improve image quality; Using multisample anti-aliasing; Using deferred shading; Implementing order-independent transparency; Chapter 6: Using Geometry and Tessellation Shaders; Introduction; Point sprites with the geometry shader; Drawing a wireframe on top of a shaded mesh; Drawing silhouette lines using the geometry shader; Tessellating a curve; Tessellating a 2D quad; Tessellating a 3D surface.
  • Tessellating based on depthChapter 7: Shadows; Introduction; Rendering shadows with shadow maps; Anti-aliasing shadow edges with PCF; Creating soft shadow edges with random sampling; Creating shadows using shadow volumes and the geometry shader; Chapter 8: Using Noise in Shaders; Introduction; Creating a noise texture using GLM; Creating a seamless noise texture; Creating a cloud-like effect; Creating a wood-grain effect; Creating a disintegration effect; Creating a paint-spatter effect; Creating a night-vision effect; Chapter 9: Particle Systems and Animation; Introduction.