Book Image

OpenGL 4.0 Shading Language Cookbook

Book Image

OpenGL 4.0 Shading Language Cookbook

Overview of this book

The 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 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader. The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows. The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; 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, shadowing, tessellation and geometry shaders, noise, and animation. The OpenGL Shading Language 4.0 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 (16 chapters)
OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


Shaders provide us with the ability to leverage the massively parallel architectures of today's modern graphics cards. Since they have the ability to transform the vertex positions, they can be used to implement aspects of animation directly within the shaders themselves. This can provide a certain bump in efficiency if the animation algorithm can be parallelized appropriately for execution within the shader.

One challenging aspect with respect to animation within shader programs is the difficulty of writing the updated positions. Shaders were not designed to write to arbitrary buffers (except of course the framebuffer). Therefore, many programmers make creative use of framebuffer objects (FBOs) and texture objects to store shader output.

Recently, however, OpenGL added a feature that enables us to write the values of the vertex shader's output variables to an arbitrary buffer (or buffers). This feature is called transform feedback .

In this chapter, we'll look at several examples...