3 options
OpenGL 4.0 shading language cookbook : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language / David Wolff.
- Format:
- Book
- Author/Creator:
- Wolff, David.
- Language:
- English
- Subjects (All):
- OpenGL--Amateurs' manuals.
- OpenGL.
- Programming languages (Electronic computers)--Amateurs' manuals.
- Programming languages (Electronic computers).
- Physical Description:
- 1 online resource (767 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham [England] : Packt Pub. Ltd., 2011.
- Language Note:
- English
- Summary:
- Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use
- Contents:
- Table of Contents; OpenGL 4.0 Shading Language Cookbook; OpenGL 4.0 Shading Language Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why subscribe?; Free access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code for this book; Errata; Piracy; Questions; 1. Getting Started with GLSL 4.0; Introduction; The OpenGL Shading Language; Profiles: Core vs. Compatibility
- Using the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it...; How it works...; There's more...; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library 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...; See also; Compiling a shader; Getting ready; How to do it...; How it works...; There's more...; Deleting a shader object; See also
- Linking a shader programGetting ready; How to do it...; How it works...; There's more...; Deleting a shader program; See also; Sending data to a shader using per-vertex attributes and vertex buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; 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; Building a C++ shader program class; Getting ready; How to do it...; How it works...; See also; 2. The Basics of GLSL Shaders; Introduction; Vertex and fragment shaders; Replicating the old fixed functionality
- Implementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it...; How it works...; There's more...; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it...; How it works...; There's more...; Using a non-local viewer; Per-vertex vs. 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; Passing arrays or structures to a function; See also
- Implementing two-sided shading
- Notes:
- Includes index.
- ISBN:
- 9786613308184
- 9781283308182
- 1283308185
- 9781849514774
- 1849514771
- OCLC:
- 797917473
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.