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GLSL Essentials

GLSL Essentials

By : Jacobo Rodriguez
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GLSL Essentials

GLSL Essentials

2 (3)
By: Jacobo Rodriguez

Overview of this book

Shader programming has been the largest revolution in graphics programming. OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language.With GLSL you can execute code on your GPU (aka graphics card). More sophisticated effects can be achieved with this technique.Therefore, knowing how OpenGL works and how each shader type interacts with each other, as well as how they are integrated into the system, is imperative for graphic programmers. This knowledge is crucial in order to be familiar with the mechanisms for rendering 3D objects. GLSL Essentials is the only book on the market that teaches you about shaders from the very beginning. It shows you how graphics programming has evolved, in order to understand why you need each stage in the Graphics Rendering Pipeline, and how to manage it in a simple but concise way. This book explains how shaders work in a step-by-step manner, with an explanation of how they interact with the application assets at each stage. This book will take you through the graphics pipeline and will describe each section in an interactive and clear way. You will learn how the OpenGL state machine works and all its relevant stages. Vertex shaders, fragment shaders, and geometry shaders will be covered, as well some use cases and an introduction to the math needed for lighting algorithms or transforms. Generic GPU programming (GPGPU) will also be covered. After reading GLSL Essentials you will be ready to generate any rendering effect you need.
Table of Contents (13 chapters)
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Chapter 6. Compute Shaders

Up to this point, we have followed the rendering pipeline rules. Data was always sent in the form of vertex buffers or textures and was transformed accordingly with very well defined steps. Now we will learn about a new mechanism to use the GPU in a more flexible way with all the advantages of GLSL. This means that, as opposed to the other GPU solutions, we will have all the available OpenGL texture formats (not a restricted subset like in CUDA or OpenCL), vector and matrix types, and built-in functions.

Compute shaders is a quite extensive topic, with a lot of details that cannot be covered in a single chapter of any book. It is for that reason that in this chapter, we will cover only the basics, a brief introduction of the compute shaders' language, and the possibilities that they could bring to us.

In this chapter, we will learn how generic GPU processes are arranged into the processor and how they are executed. We will not only focus on rendering and image modifications...

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GLSL Essentials
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