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Bill Licea-Kane

    OpenGL Shading Language
    • 2009

      OpenGL Shading Language

      Third Edition

      • 743 pages
      • 27 hours of reading

      This extensively updated edition is the experienced application programmer's guide to writing shaders, reflecting the advancements in OpenGL 3.1. It serves as both a reference and a tutorial, detailing the transition from fixed-functionality graphics hardware to programmable graphics hardware, alongside the new OpenGL API additions that facilitate this shift. By leveraging OpenGL and shaders in the OpenGL Shading Language, applications can enhance performance and achieve impressive graphics effects utilizing both the visual processing unit and the central processing unit. The book provides a comprehensive introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that accompany it, starting with the syntax and semantics of this high-level programming language. Following this foundation, it delves into shader creation and manipulation using the latest OpenGL function calls. The third edition features updated descriptions for the language and all GLSL entry points introduced in OpenGL 3.1, along with revised chapters on transformations, lighting, shadows, and surface characteristics. It includes shaders updated to OpenGL Shading Language Version 1.40, covering various algorithms such as traditional and procedural textures, image-based lighting, spherical harmonics, ambient occlusion, shadow mapping, and volume shadows using deferred lighting. The color plate section showcases the capabilities of the

      OpenGL Shading Language