Book Image

OpenGL 4 Shading Language Cookbook - Second Edition

By : David Wolff
Book Image

OpenGL 4 Shading Language Cookbook - Second Edition

By: David Wolff

Overview of this book

OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With Version 4, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute. OpenGL 4 Shading Language Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique, and then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginner level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, compute shaders, and shadows. OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques. The recipes build upon each other and take you quickly from novice to advanced level code. You'll see essential lighting and shading techniques; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques including HDR rendering, bloom, and blur; shadowing techniques; tessellation, geometry, and compute shaders; how to use noise effectively; and animation with particle systems. OpenGL Shading Language 4 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications.
Table of Contents (17 chapters)
OpenGL 4 Shading Language Cookbook Second Edition
About the Author
About the Reviewers

Creating a night-vision effect

Noise can be useful to simulate static or other kinds of electronic interference effects. This recipe is a fun example of that. We'll create the look of night-vision goggles with some noise thrown in to simulate some random static in the signal. Just for fun, we'll also outline the scene in the classic "binocular" view. The following image shows an example:

We'll apply the night-vision effect as a second pass to the rendered scene. The first pass will render the scene to a texture (see Chapter 4, Using Textures), and the second pass will apply the night-vision effect.

Getting ready

Create a Framebuffer Object (FBO) for the first pass. Attach a texture to the first color attachment of the FBO. For more information on how to do this, see Chapter 4, Using Textures.

Create and assign any uniform variables needed for the shading model. Set the following uniforms defined in the fragment shader:

  • Width: The width of the viewport in pixels

  • Height: The height of the viewport...