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OpenGL 4 Shading Language Cookbook : Build High-Quality, Real-time 3D Graphics with OpenGL 4. 6, GLSL 4. 6 and C++17, 3rd Edition.

Author: David Wolff
Publisher: Birmingham : Packt Publishing Ltd, 2018.
Edition/Format:   eBook : Document : English : 3rd edView all editions and formats
Summary:
OpenGL 4 Shading Language Cookbook covers easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement it.
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Wolff, David.
OpenGL 4 Shading Language Cookbook : Build High-Quality, Real-time 3D Graphics with OpenGL 4. 6, GLSL 4. 6 and C++17, 3rd Edition.
Birmingham : Packt Publishing Ltd, ©2018
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: David Wolff
ISBN: 9781789340662 1789340667
OCLC Number: 1056909676
Notes: Passing arrays or structures to a function.
Description: 1 online resource (464 pages)
Contents: Intro; Cover; Title Page; Copyright and Credits; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Getting Started with GLSL; Introduction; GLSL; Profiles --
core versus compatibility; Using a loading library to access the latest OpenGL functionality; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Using GLM for mathematics; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it ... ; How it works ... ; There's more ... ; Compiling a shader. Getting readyHow to do it ... ; How it works ... ; There's more ... ; Deleting a shader object; See also; Linking a shader program; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Shader input/output variables; Deleting a shader program; See also; Saving and loading a shader binary; Getting ready; How to do it ... ; How it works ... ; See also; Loading a SPIR-V shader program; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 2: Working with GLSL Programs; Introduction; Sending data to a shader using vertex attributes and vertex buffer objects. Getting readyHow to do it ... ; How it works ... ; There's more ... ; Separate attribute format; Fragment shader output; Specifying attribute indexes without using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and locations; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Sending data to a shader using uniform variables; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Getting a list of active uniform variables; Getting ready; How to do it ... ; How it works ... There's more ... See also; Using uniform blocks and uniform buffer objects; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using an instance name with a uniform block; Using layout qualifiers with uniform blocks; See also; Using program pipelines; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Getting debug messages; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Building a C++ shader program class; Getting ready; How to do it ... ; How it works ... ; See also; Chapter 3: The Basics of GLSL Shaders; Introduction. Vertex and fragment shadersLearning the basics first; Diffuse and per-vertex shading with a single point light source; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Implementing the Phong reflection model; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using a nonlocal viewer; Per-vertex versus per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it ... ; How it works ... ; There's more ... ; The const qualifier; Function overloading.

Abstract:

OpenGL 4 Shading Language Cookbook covers easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and  Read more...

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