Book description
OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.
OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including
Traditional OpenGL fixed functionality
Stored textures and procedural textures
Image-based lighting
Lighting with spherical harmonics
Ambient occlusion and shadow mapping
Volume shadows using deferred lighting
Ward’s BRDF model
The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the
API entry points that support the OpenGL Shading Language.
Table of contents
- Title Page
- Copyright Page
- Contents
- Praise for OpenGL® Shading Language
- OpenGL® Series
- Foreword to the Second Edition
- Foreword to the First Edition
- Preface
- About the Authors
- About the Contributors
- Acknowledgments
- Chapter 1. Review of OpenGL Basics
- Chapter 2. Basics
- Chapter 3. Language Definition
- Chapter 4. The OpenGL Programmable Pipeline
- Chapter 5. Built-in Functions
- Chapter 6. Simple Shading Example
- Chapter 7. OpenGL Shading Language API
- Chapter 8. Shader Development
- Chapter 9. Emulating OpenGL Fixed Functionality
- Chapter 10. Stored Texture Shaders
- Chapter 11. Procedural Texture Shaders
- Chapter 12. Lighting
- Chapter 13. Shadows
- Chapter 14. Surface Characteristics
- Chapter 15. Noise
- Chapter 16. Animation
- Chapter 17. Antialiasing Procedural Textures
- Chapter 18. Non-photorealistic Shaders
- Chapter 19. Shaders for Imaging
- Chapter 20. Language Comparison
- Appendix A. Language Grammar
- Appendix B. API Function Reference
- Afterword
- Glossary
- Further Reading
- Index
- ColorInsert
Product information
- Title: OpenGL® Shading Language, Third Edition
- Author(s):
- Release date: July 2009
- Publisher(s): Addison-Wesley Professional
- ISBN: None
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