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OpenGL 4 Shading Language Cookbook

OpenGL 4 Shading Language Cookbook - Third Edition

By : David Wolff
3.6 (9)
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OpenGL 4 Shading Language Cookbook

OpenGL 4 Shading Language Cookbook

3.6 (9)
By: David Wolff

Overview of this book

OpenGL 4 Shading Language Cookbook, Third Edition provides 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 them. The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library. We then proceed to cover basic lighting and shading effects. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). You will learn how to use noise in shaders and how to use compute shaders. The book 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 (13 chapters)
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Simulating reflection with cube maps


Textures can be used to simulate a surface that has a component that is purely reflective (a mirror-like surface such as chrome). In order to do so, we need a texture that is representative of the environment surrounding the reflective object. This texture could then be mapped onto the surface of the object in a way that represents how it would look when reflected off the surface. This general technique is known as environment mapping.

In general, environment mapping involves creating a texture that is representative of the environment and mapping it onto the surface of an object. It is typically used to simulate the effects of reflection or refraction.

A cube map is one of the more common varieties of textures used in environment mapping. A cube map is a set of six separate images that represent the environment projected onto each of the six faces of a cube. The six images represent a view of the environment from the point of view of a viewer located at...

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OpenGL 4 Shading Language Cookbook
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