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OpenGL 4.0 Shading Language Cookbook

โœ Scribed by Wolff, David


Publisher
Packt Publishing
Year
2011
Tongue
English
Leaves
767
Category
Library

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โœฆ Synopsis


Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use.


Abstract: Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use

โœฆ Table of Contents


Content: Table of Contents
OpenGL 4.0 Shading Language Cookbook
OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code for this book
Errata
Piracy
Questions
1. Getting Started with GLSL 4.0
Introduction
The OpenGL Shading Language
Profiles: Core vs. Compatibility. Using the GLEW Library to access the latest OpenGL functionalityGetting ready
How to do it ...
How it works ...
There's more ...
GLEW visualinfo
GLEW glewinfo
Checking for extension availability at runtime
See also
Using the GLM library for mathematics
Getting ready
How to do it ...
How it works ...
There's more ...
Using the GLM types as input to OpenGL
See also
Determining the GLSL and OpenGL version
How to do it ...
How it works ...
There's more ...
See also
Compiling a shader
Getting ready
How to do it ...
How it works ...
There's more ...
Deleting a shader object
See also. Linking a shader programGetting ready
How to do it ...
How it works ...
There's more ...
Deleting a shader program
See also
Sending data to a shader using per-vertex attributes and vertex buffer objects
Getting ready
How to do it ...
How it works ...
There's more ...
Using layout qualifiers
Using element arrays
Interleaved arrays
See also
Getting a list of active vertex input attributes and indices
Getting ready
How to do it ...
How it works ...
There's more ...
See also
Sending data to a shader using uniform variables
Getting ready
How to do it ...
How it works ... There's more ... See also
Getting a list of active uniform variables
Getting ready
How to do it ...
How it works ...
There's more ...
See also
Using uniform blocks and uniform buffer objects
Getting ready
How to do it ...
How it works ...
There's more ...
Using an instance name with a uniform block
Using layout qualifiers with uniform blocks
See also
Building a C++ shader program class
Getting ready
How to do it ...
How it works ...
See also
2. The Basics of GLSL Shaders
Introduction
Vertex and fragment shaders
Replicating the old fixed functionality. Implementing diffuse, per-vertex shading with a single point light sourceGetting ready
How to do it ...
How it works ...
There's more ...
See also
Implementing per-vertex ambient, diffuse, and specular (ADS) shading
Getting ready
How to do it ...
How it works ...
There's more ...
Using a non-local viewer
Per-vertex vs. Per-fragment
Directional lights
Light attenuation with distance
See also
Using functions in shaders
Getting ready
How to do it ...
How it works ...
There's more ...
The const qualifier
Function overloading
Passing arrays or structures to a function
See also.

โœฆ Subjects


OpenGL;Amateurs' manuals;Programming languages (Electronic computers);Amateurs' manuals;OpenGL;Programming languages (Electronic computers)


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