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OpenSceneGraph 3.0: Beginner's Guide
The OpenGL shading language (GLSL) was originally introduced as an extension to OpenGL 1.4, to allow for programmability in the rendering pipeline at the vertex and fragment level. Now the GLSL is formally included into the OpenGL 2.0, which provides developers the ability to develop graphics shaders (blocks of graphics software instructions) to calculate more realistic rendering effects, rather than only using the fixed-function states.
It is impossible to introduce the details of GLSL and its implementations in OpenGL in this book. However, there are a few steps to follow if you have an interest in designing different shaders and applying them to the scene graph.
First, write your own shaders, like C programs. These are treated as a set of strings passed to the hardware, so just create them on the fly, or read them as text files.
You may specify no more than a vertex shader, a geometry shader, and a fragment shader (each stage has only one main() function) to...
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