OpenGL 4.0 Shading Language Cookbook
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Description
Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use. Abstract: Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use Content: 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.
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