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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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Tessellating a 2D quad


One of the best ways to understand OpenGL's hardware tessellation is to visualize the tessellation of a 2D quad. When linear interpolation is used, the triangles that are produced are directly related to the tessellation coordinates (u,v) that are produced by the tessellation primitive generator. It can be extremely helpful to draw a few quads with different inner and outer tessellation levels, and study the triangles produced. We will do exactly that in this recipe.

When using quad tessellation, the tessellation primitive generator subdivides (u,v) parameter space into a number of subdivisions based on six parameters. These are the inner tessellation levels for u and v (inner level 0 and inner level 1), and the outer tessellation levels for u and v along both edges (outer levels 0 to 3). These determine the number of subdivisions along the edges of the parameter space and internally. Let's look at each of these individually:

  • Outer level 0 (OL0): This is the number of...
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