Over 70 recipes that cover advanced techniques for 3D programming such
as Lighting, Shading, Textures, Particle Systems, and Image processing
with OpenGL 4.6.
Key Features
- Explore techniques for implementing shadows using shadow maps and
shadow volumes
- Learn to use GLSL features such as compute, geometry, and tessellation
shaders
- Use GLSL to create a wide variety of modern, realistic visual effects
Book Description
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.
What you will learn
- Compile, debug, and communicate with shader programs
- Use compute shaders for physics, animation, and general computing
- Learn about features such as shader storage buffer objects and image
load/store
- Utilize noise in shaders and learn how to use shaders in animations
- Use textures for various effects including cube maps for reflection or
refraction
- Understand physically based reflection models and the SPIR-V Shader
binary
- Learn how to create shadows using shadow maps or shadow volumes
- Create particle systems that simulate smoke, fire, and other effects
Who this book is for:
If you are a graphics programmer looking to learn the GLSL shading
language, this book is for you. A basic understanding of 3D graphics and
programming experience with C++ are required.