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OpenGL 4 Shading Language Cookbook Second Edition by David Wolff

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Chapter 1. Getting Started with GLSL

In this chapter, we will cover the following recipes:

  • Using a function loader to access the latest OpenGL functionality
  • Using GLM for mathematics
  • Determining the GLSL and OpenGL version
  • Compiling a shader
  • Linking a shader program
  • Sending data to a shader using vertex attributes and vertex buffer objects
  • Getting a list of active vertex input attributes and locations
  • Sending data to a shader using uniform variables
  • Getting a list of active uniform variables
  • Using uniform blocks and uniform buffer objects
  • Getting debug messages
  • Building a C++ shader program class

Introduction

The OpenGL Shading Language (GLSL) Version 4 brings unprecedented power and flexibility to programmers interested in creating modern, interactive, and ...

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