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OpenGL 4 Shading Language Cookbook

OpenGL 4 Shading Language Cookbook

By : David A Wolff, Wolff
3.6 (9)
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OpenGL 4 Shading Language Cookbook

OpenGL 4 Shading Language Cookbook

3.6 (9)
By: David A Wolff, Wolff

Overview of this book

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.
Table of Contents (13 chapters)
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Using deferred shading


Deferred shading is a technique that involves postponing (or deferring) the lighting/shading step to a second pass. We do this (among other reasons) in order to avoid shading a pixel more than once. The basic idea is as follows:

  1. In the first pass, we render the scene, but instead of evaluating the reflection model to determine a fragment color, we simply store all of the geometry information (position, normal, texture coordinate, reflectivity, and so on) in an intermediate set of buffers, collectively called the g-buffer (g for geometry).
  2. In the second pass, we simply read from the g-buffer, evaluate the reflection model, and produce a final color for each pixel.

When deferred shading is used, we avoid evaluating the reflection model for a fragment that will not end up being visible. For example, consider a pixel located in an area where two polygons overlap. The fragment shader may be executed once for each polygon that covers that pixel; however, the resulting color...

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